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Author Topic: The Halo 3 CE Project (32 messages, Page 1 of 1)
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Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 02:33 PM    Msg. 1 of 32       
I hope you clicked this hoping to beat down yet another noob requesting tags or a team to make yet another Halo 3 revamp lol.

Though I know there are many released versions of weapons, vehicles, HUD, etc. but, with the exception of the HUD by Jesse, none of them have been very accurate, in terms of the look of Halo 3.

I have spent the last half a year painfully piecing together a completely accurate Halo 3 tagset with the assets that I have found, by a lot of different authors, though honestly I cannot remember half of them.

I intend to make this completely open source, once I have found the help I need to make the tagset more fleshed-out, though as of now I have almost every vehicle, every weapon, and a few characters, all with their exact values and looks as they are in Halo 3, with unaltered assets (obviously extracted with Adjutant). I want everyone to have access to a true-to-H3 tagset that we can all modify and use as if it were truly an H3CE, despite all the limitations. I wanted to make a video and put it up for CE3, but there was simply too much to get ready, and I figured it didn't really make a difference.

These are all still work in progress, as everything always is, but in my opinion still look a lot better than any others I've seen. So, if you're interested, want to help or anything, check out these screenshots. If not, gtfo and idgaf.

Weapons: http://imgur.com/a/yBPkK#10

Vehicles: http://imgur.com/a/5e1hs#11

Characters: http://imgur.com/a/Kkz7I

Scenery: http://imgur.com/a/JttY7

There are more characters and scenery, as well as a few campaign levels, accurate particle effects, music and any other sounds (uncompressed sounds and sound_loopings as in H3 scenarios), and CE scenery with H3 textures, which actually look excellent and have been the perfect replacement for scenery which I haven't been able to get directly from the game.

So, yeah, whatevs.

EDIT: Had to use Zteam's FP arms although I had better ones, I couldn't be bothered to fix the markers for the animations in time.
Edited by Sinow on Jul 19, 2014 at 02:36 PM


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 19, 2014 02:37 PM    Msg. 2 of 32       
Good work. Although, some of the normal mapping seems weird. I'm not sure if it's the specular properties of the shaders you are using, but some of the models seem 'plastic'.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 19, 2014 02:40 PM    Msg. 3 of 32       
Quote: a few campaign levels


Now im interested.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Jul 19, 2014 02:45 PM    Msg. 4 of 32       
Quote: --- Original message by: PopeAK49
but some of the models seem 'plastic'.


That would be perfect of halo reach. Hated that, but I kinda like in here.

Hey, my I ask what cube map are you using?
Edited by Spiral on Jul 19, 2014 at 02:46 PM


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Jul 19, 2014 02:46 PM    Msg. 5 of 32       
Some things look great but some things look kinda odd. Like bland but shiny?


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 02:48 PM    Msg. 6 of 32       
The problem are Zteam's models, concerning the screwed up normals.

I found the shininess to be much more accurate under the correct lighting; unfortunately, as everyone knows, the CE lighting engine sucks, but if I can get the lighting right everything will look even better. I don't use multipurpose maps unless its necessary for specific reflection masks or change color or illumination, it interferes with the lighting.
Edited by Sinow on Jul 19, 2014 at 02:50 PM


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 02:50 PM    Msg. 7 of 32       
Quote: --- Original message by: Mystryb0y

Quote: --- Original message by: Sinow
The problem are Zteam's models, concerning the screwed up normals.

Ah.
That can be easily fixed by re-doing the shaders using Open Sauce and the original (not fakebumped) bitmaps from H3.
I can send you a pack of them if you'd like.
Edited by Mystryb0y on Jul 19, 2014 at 02:50 PM


I am using OS shaders.

The assault rifle was the only FP model I could find where the OS shader actually looked much better without any changes, the problem seems to be in the models themselves.
To make it clearer: the Zteam FP model was decent, but the one in these images was better, though I made no changes to the actual shader, the normals were for some reason better, IE the shadow or whatever on the silver part of the gun actually showed up, instead of being uniformly darkened or brightened, if you know what I'm talking about. If you want an example I can get a comparison image.
Edited by Sinow on Jul 19, 2014 at 02:51 PM

Quote: --- Original message by: Mystryb0y
Quote: --- Original message by: Sinow
a few campaign levels


You mean to say you've ported a Halo 3 BSP?


No. But I have a few really cool levels I'm working on using the tagset.
Edited by Sinow on Jul 19, 2014 at 02:53 PM

Quote: --- Original message by: Spiral
Hey, my I ask what cube map are you using?
Edited by Spiral on Jul 19, 2014 at 02:46 PM


Whatever cube map the shader specifies, though usually just the Gray 50% bitmap.
Edited by Sinow on Jul 19, 2014 at 02:56 PM
Edited by Sinow on Jul 19, 2014 at 03:08 PM


HattyHattington
Joined: Jul 18, 2014

goldkilla88


Posted: Jul 19, 2014 03:42 PM    Msg. 8 of 32       
Very good and VERY accurate looking, I'm very impressed. I think I see the same rigging error from my Halo 3 flood infection forms so I'm going to assume you are using them. I am remaking them with new animations so if you want, i'll message you when they are done.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 19, 2014 03:54 PM    Msg. 9 of 32       
I'd rather play some custom missions rather than imported missions. But, like, that's my opinion man.


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 04:01 PM    Msg. 10 of 32       
Quote: --- Original message by: HattyHattington
Very good and VERY accurate looking, I'm very impressed. I think I see the same rigging error from my Halo 3 flood infection forms so I'm going to assume you are using them. I am remaking them with new animations so if you want, i'll message you when they are done.


That would be a great help, I would really appreciate it!

Quote: --- Original message by: PopeAK49
I'd rather play some custom missions rather than imported missions. But, like, that's my opinion man.


I definitely agree. The whole point of the tagset is to be able to customize the game as if it were Halo 3; I can't deny that having the BSPs would be awesome, but I would still be working on my own campaign levels as I am now.

Thanks for all the positive comments dudes, any and all help is truly appreciated, I wanted to get a substantial amount of work done myself before putting it out there but there's still a lot to be done, right now what's most needed is anyone with experience modelling so Gravemind and I can properly fix up the models to get them ingame for more accuracy, but that's only the tip of the iceberg.


PopeAK49
Joined: Dec 18, 2013

I'm a living, breathing sentient tank!


Posted: Jul 19, 2014 04:07 PM    Msg. 11 of 32       
Nice. Good plan on focusing on the assets rather than the missions/levels.


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jul 19, 2014 04:12 PM    Msg. 12 of 32       
wheres the h3 campaign?


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 05:07 PM    Msg. 13 of 32       
Quote: --- Original message by: PopeAK49
Nice. Good plan on focusing on the assets rather than the missions/levels.


I've spent the last 5 years doing the exact opposite.


Heatguts
Joined: Jun 6, 2014

Recon Armor FTW!


Posted: Jul 19, 2014 10:04 PM    Msg. 14 of 32       
So will this tagset require OS? Or just the super shaders?

Personally I don't use OS, and so it would be nice to have this ideal tagset for .maps.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 19, 2014 10:32 PM    Msg. 15 of 32       
A lot, if not all, of them lack cubemaps.

For some objects, that is crucial when recreating their Halo 3 appearance.

Adjutant should help with locating the right ones.
Edited by Dumb AI on Jul 19, 2014 at 10:32 PM


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Jul 19, 2014 10:34 PM    Msg. 16 of 32       
If these were cleaned up, I'd love to use them in Sierra 117


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 19, 2014 10:44 PM    Msg. 17 of 32       
Quote: --- Original message by: Heatguts
So will this tagset require OS? Or just the super shaders?

Personally I don't use OS, and so it would be nice to have this ideal tagset for .maps.


Only the shaders; I myself preferred not to use OS so I sympathize, I haven't really worked on it but I'll try to get the non-OS shaders looking as best I can.

Quote: --- Original message by: Dumb AI

A lot, if not all, of them lack cubemaps.

For some objects, that is crucial when recreating their Halo 3 appearance.

Adjutant should help with locating the right ones.
Edited by Dumb AI on Jul 19, 2014 at 10:32 PM


I know its crucial, the point was to use values and bitmaps exactly as in the H3 shaders, almost every weapon uses Gray 50% as the cubemap, which is what I use in these. They are not lacking; a few covenant weapons use mirror reflection or ark sky, but the majority are the same.

Quote: --- Original message by: MatthewDratt
If these were cleaned up, I'd love to use them in Sierra 117


I'm not sure what you mean by cleaned up, but if you're referring to the tagset, I'm pretty anal about keeping my files completely organized and well-named, I don't use the original structure that H3 uses, I reorganized everything to be exactly where you think they would be, there are no stranded, unused tags and everything needed is either part of the CE vanilla tagset or within the Halo 3 folder itself.


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jul 19, 2014 11:18 PM    Msg. 18 of 32       
@Sinow

Pretty cool stuff, looking forward to what you got next.


Axees
Joined: Jul 19, 2014

yolo


Posted: Jul 20, 2014 12:55 AM    Msg. 19 of 32       
The scenery reminds me of the first mission from Halo 3 :D

I really like your weapon shaders, and the vehicles look good too. I really like the bipeds as well, I can't really go into detail about anything because I have no criticism. Good job. I had just one question, why'd you make the elite eyes red? I assume it's a preferance thing.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 20, 2014 03:47 AM    Msg. 20 of 32       
I assume you're using my HUD (at the time I tried to look at the picture links, IMGur was down)

Let me know if I can be of assistance with anything HUD related.


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 20, 2014 08:13 AM    Msg. 21 of 32       
Quote: --- Original message by: Axees
The scenery reminds me of the first mission from Halo 3 :D

I really like your weapon shaders, and the vehicles look good too. I really like the bipeds as well, I can't really go into detail about anything because I have no criticism. Good job. I had just one question, why'd you make the elite eyes red? I assume it's a preferance thing.


Thanks, that's what I intended. About the Elite eyes, I didn't actually work on them, I had a lot of things to fix up and the eyes didn't seem too important to me, but by the Prophets, they will be done.

Quote: --- Original message by: Mootjuh
Deja vu


ikr

Quote: --- Original message by: Jesse
I assume you're using my HUD (at the time I tried to look at the picture links, IMGur was down)

Let me know if I can be of assistance with anything HUD related.


Thanks Jess, truth is I didn't find anything wrong with the HUD at all, I was planning on doing that as well but figuring out how to slant/curve it properly was too tedious (I've had enough tedious UI work to last me half my lifetime) and if it ain't broke, no need to fix it. However, I was working on Sandtrap for testing sand and such, maybe it wouldn't be a bad idea to try the same thing on a map I know is complete.
Edited by Sinow on Jul 20, 2014 at 08:24 AM


Heatguts
Joined: Jun 6, 2014

Recon Armor FTW!


Posted: Jul 20, 2014 10:30 AM    Msg. 22 of 32       
So I was looking through the characters and I'm now wondering if you intend to do the brutes and their combat forms.


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 20, 2014 10:47 AM    Msg. 23 of 32       
Quote: --- Original message by: Heatguts
So I was looking through the characters and I'm now wondering if you intend to do the brutes and their combat forms.


I personally hate the Brutes and thus won't be doing them, nobody has done them well anyway. If I can get their Flood forms then yes I would do those.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 20, 2014 10:58 AM    Msg. 24 of 32       
If you don't mind, I would like to do the fx for this project.

http://www.mediafire.com/download/aa9mz5dt90w0h9o/%7Bssmt%7D+testingrange+h3+fx.rar

Something I did, earlier. /\


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jul 20, 2014 11:18 AM    Msg. 25 of 32       
Quote: --- Original message by: Sinow
Quote: --- Original message by: Dumb AI

A lot, if not all, of them lack cubemaps.

For some objects, that is crucial when recreating their Halo 3 appearance.

Adjutant should help with locating the right ones.
Edited by Dumb AI on Jul 19, 2014 at 10:32 PM


I know its crucial, the point was to use values and bitmaps exactly as in the H3 shaders, almost every weapon uses Gray 50% as the cubemap, which is what I use in these. They are not lacking; a few covenant weapons use mirror reflection or ark sky, but the majority are the same.

The grey bitmap is not constructed like as cubemap. I think it's more of an overlay than a proper cubemap.


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 21, 2014 02:06 PM    Msg. 26 of 32       
Quote: --- Original message by: SS Flanker
If you don't mind, I would like to do the fx for this project.

http://www.mediafire.com/download/aa9mz5dt90w0h9o/%7Bssmt%7D+testingrange+h3+fx.rar

Something I did, earlier. /\


I honestly wouldn't mind at all, but I'm trying to keep the effects as true to the original game as possible and also create custom ones, these are a little far off and I've already made some very accurate reproductions of them. But, you should keep working on them, and when the tagset is finished you can easily merge them.

Quote: --- Original message by: Dumb AI
Quote: --- Original message by: Sinow
Quote: --- Original message by: Dumb AI

A lot, if not all, of them lack cubemaps.

For some objects, that is crucial when recreating their Halo 3 appearance.

Adjutant should help with locating the right ones.
Edited by Dumb AI on Jul 19, 2014 at 10:32 PM


I know its crucial, the point was to use values and bitmaps exactly as in the H3 shaders, almost every weapon uses Gray 50% as the cubemap, which is what I use in these. They are not lacking; a few covenant weapons use mirror reflection or ark sky, but the majority are the same.

The grey bitmap is not constructed like as cubemap. I think it's more of an overlay than a proper cubemap.


Its my understanding that every H3 level has sets of cubemaps for every area, problem is we can't really use that in conjunction, I figure an overlay would be more accurate for a general purpose or environment than a single specific cube, but I'll see what I can do.

I seriously need some help with this, its pretty much as far as I'll go with the tagset since I'll only have time and energy for the (custom) campaign, and I'm sure many people would like to see it more fleshed out.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 22, 2014 09:45 AM    Msg. 27 of 32       
Quote: --- Original message by: Sinow
Quote: --- Original message by: SS Flanker
If you don't mind, I would like to do the fx for this project.

http://www.mediafire.com/download/aa9mz5dt90w0h9o/%7Bssmt%7D+testingrange+h3+fx.rar

Something I did, earlier. /\


I honestly wouldn't mind at all, but I'm trying to keep the effects as true to the original game as possible and also create custom ones, these are a little far off and I've already made some very accurate reproductions of them. But, you should keep working on them, and when the tagset is finished you can easily merge them.

Quote: --- Original message by: Dumb AI
Quote: --- Original message by: Sinow
Quote: --- Original message by: Dumb AI

A lot, if not all, of them lack cubemaps.

For some objects, that is crucial when recreating their Halo 3 appearance.

Adjutant should help with locating the right ones.
Edited by Dumb AI on Jul 19, 2014 at 10:32 PM


I know its crucial, the point was to use values and bitmaps exactly as in the H3 shaders, almost every weapon uses Gray 50% as the cubemap, which is what I use in these. They are not lacking; a few covenant weapons use mirror reflection or ark sky, but the majority are the same.

The grey bitmap is not constructed like as cubemap. I think it's more of an overlay than a proper cubemap.


Its my understanding that every H3 level has sets of cubemaps for every area, problem is we can't really use that in conjunction, I figure an overlay would be more accurate for a general purpose or environment than a single specific cube, but I'll see what I can do.

I seriously need some help with this, its pretty much as far as I'll go with the tagset since I'll only have time and energy for the (custom) campaign, and I'm sure many people would like to see it more fleshed out.


If you have some custom fx, I wouldn't mind seeing them. When you have the time :D

No else even bothers with fx, and at risk of annoying altis. I'm not too sure why.


Sinow
Joined: Apr 22, 2009

Everybody Lies


Posted: Jul 22, 2014 01:47 PM    Msg. 28 of 32       
Quote: --- Original message by: Mootjuh
Out of curiosity, how are you gonna do equipment?


I have a few ideas, the equipment itself works mostly great, the only problem are the animations and using a different button... I heard somewhere someone got them to work, but can't for the life of me remember who or how or when.

Quote: --- Original message by: SS Flanker
If you have some custom fx, I wouldn't mind seeing them. When you have the time :D

No else even bothers with fx, and at risk of annoying altis. I'm not too sure why.


I didn't even know altis did FX, I myself have been doing them for years. I'd be happy to make a video of all the CE content of the H3 tagset I've made, 'tis what I'm focusing on now to go along with the SP levels.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 22, 2014 01:59 PM    Msg. 29 of 32       
Quote: --- Original message by: Sinow
Quote: --- Original message by: Mootjuh
Out of curiosity, how are you gonna do equipment?


I have a few ideas, the equipment itself works mostly great, the only problem are the animations and using a different button... I heard somewhere someone got them to work, but can't for the life of me remember who or how or when.

Quote: --- Original message by: SS Flanker
If you have some custom fx, I wouldn't mind seeing them. When you have the time :D

No else even bothers with fx, and at risk of annoying altis. I'm not too sure why.


I didn't even know altis did FX, I myself have been doing them for years. I'd be happy to make a video of all the CE content of the H3 tagset I've made, 'tis what I'm focusing on now to go along with the SP levels.


I think Kirby made a working equipment system in a similar fashion to CMT's armor ability/upgrade system. I think it's in one of Kirby's scripting threads somewhere


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 25, 2014 10:06 AM    Msg. 30 of 32       
Quote: --- Original message by: Sinow
Quote: --- Original message by: Mootjuh
Out of curiosity, how are you gonna do equipment?


I have a few ideas, the equipment itself works mostly great, the only problem are the animations and using a different button... I heard somewhere someone got them to work, but can't for the life of me remember who or how or when.

Quote: --- Original message by: SS Flanker
If you have some custom fx, I wouldn't mind seeing them. When you have the time :D

No else even bothers with fx, and at risk of annoying altis. I'm not too sure why.


I didn't even know altis did FX, I myself have been doing them for years. I'd be happy to make a video of all the CE content of the H3 tagset I've made, 'tis what I'm focusing on now to go along with the SP levels.


Altis doesn't "do fx" He just hates me mentioning it alot.


AzelfandQuilava
Joined: Jul 15, 2011

"Would you like a second opinion? You are Ugly!"


Posted: Jul 25, 2014 11:44 AM    Msg. 31 of 32       
Is it just me, or did you make the Marine faces a bit too dark, he looks African-American even though the texture is from an Australian marine...

Also, I kinda like the lighting here, reminds me of TF2.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 25, 2014 12:50 PM    Msg. 32 of 32       
Quote: --- Original message by: Mootjuh
Also you said you had to use Zteam anims because you didn't want to bother in fixing the better ones you have. What could be better than stock H3 FP anims?


/\

I don't really, think I can lend much to this project tbh.

If I want to play H3 I'll do it on my boombox. The cache file limits will be pushed to astronomical amounts if I am involved.

 

 
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