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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Bumped glass that looks like it was made by unicorns

Author Topic: Bumped glass that looks like it was made by unicorns (21 messages, Page 1 of 1)
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Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 2, 2014 04:46 PM    Msg. 1 of 21       
Can't you just get rid of the normals and then have normal looking glass?

Sure you don't get the bump material... but it looks better than that.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Nov 2, 2014 05:31 PM    Msg. 2 of 21       
well when gearbox was creating the HEK they fuqed up a lot of the shaders. and shader_transparent_glass was one of them


Btcc22
Joined: Dec 17, 2012


Posted: Nov 2, 2014 05:45 PM    Msg. 3 of 21       
Gearbox didn't create HEK. They made undocumented 'optimisations' to CE that ended up breaking a few visual elements in addition to the stuff that they broke with the initial port.
Edited by Btcc22 on Nov 2, 2014 at 05:47 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 3, 2014 09:01 AM    Msg. 4 of 21       
You could fake the bump or actually make it 3D but that's too much effort for something so small.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 3, 2014 07:22 PM    Msg. 5 of 21       
Quote: --- Original message by: Rododo
The original Halo PC didn't have this unicorn poop splattered on the walls; the glasses in b40 looked just fine.
Edited by Rododo on Nov 2, 2014 at 04:39 PM


This is false.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 4, 2014 12:52 PM    Msg. 6 of 21       
You can wallow in ignorance or you can look in the first hallway of b40 and see that the glass has neither a bump map nor rainbow colours. Therefore not identical to the original's bumped-glass shader.
Edited by stunt_man on Nov 4, 2014 at 12:54 PM


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Nov 4, 2014 04:16 PM    Msg. 7 of 21       

Edited by sparky on Aug 20, 2015 at 03:58 PM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 4, 2014 07:19 PM    Msg. 8 of 21       
What is this devilry? Here's a screenshot I just took from a freshly-installed copy of Halo PC (only modification is HAC2):



Rododo, are your screens are from vanilla Halo PC? Spanish version?

Excuse my prior rudeness, that shader has never worked for me :(

PS: NEVER, and I've gone through many video cards since launch (Radeon 9600 XT, GeForce 8800GTS, GeForce 8800GT, GeForce GTX 280 and GeForce GTX 580)
Edited by stunt_man on Nov 4, 2014 at 07:41 PM


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Nov 4, 2014 08:17 PM    Msg. 9 of 21       

Edited by sparky on Aug 20, 2015 at 03:58 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 4, 2014 09:11 PM    Msg. 10 of 21       
Welcome to CE, where we can have high res textures, normal mapping on objects, post processing, and even directed lightmaps, but bumped glass is out of the question



Edited by Delicon20 on Nov 4, 2014 at 09:12 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 4, 2014 11:02 PM    Msg. 11 of 21       
Um, there is absolutely no reason to mess with vector normalization. That cubemap is used for directing special fx like particles bouncing off walls. It's all rainbow-y because the RGB values are XYZ vectors. Seriously, don't touch it.

Edit: maybe it's something with your computer setup or HCE setup?
Edited by MosesofEgypt on Nov 4, 2014 at 11:03 PM

Edit Edit: Wait, you said black and white cubemap. Are you trying to use an A8, Y8, AY8 or A8Y8 bitmap? these are the 4 monochrome formats. If so then that's your problem. PC Halo doesn't support them, only Xbox does. It also doesn't support P-8 bump.
Edited by MosesofEgypt on Nov 4, 2014 at 11:04 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 5, 2014 12:02 AM    Msg. 12 of 21       
Never understood the point of the glass shader.


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Nov 5, 2014 07:33 AM    Msg. 13 of 21       

Edited by sparky on Aug 20, 2015 at 03:58 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 5, 2014 01:46 PM    Msg. 14 of 21       
The vector normalization bitmap doesn't control the shinyness of an object. I dug a little deeper into understanding exactly what it does and it seems to be solely for fast per pixel lighting.

http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/normalization_heuristics/docs/Normalization_Heuristics.pdf

This goes over the application of a vector normalization cubemap in improving speed of per pixel lighting. Basically, a vector normalization cubemap is used to quickly convert between tangent space(used in Halo's normal maps) and world space(used when actually processing the lighting).


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 5, 2014 01:56 PM    Msg. 15 of 21       
But what advantages does glass shader have?


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 5, 2014 02:29 PM    Msg. 16 of 21       
I didn't go into perfect detail, but this should be a decent guide to help select what shader you should use.

Glass shaders allow:
cubemap specular
transparency

bump mapping
dynamic reflection
tinting the color of light that passes through them by a color and a texture

1 detail map for specular
1 detail map for diffuse


Chicago shaders allow:
cubemap specular(if used properly)
transparency
animating (sliding/rotating) the texture

multiple layers
linking other shaders to overlay on top of them

selecting how to blend the textures with each other and how to blend them onto the screen.



Environment shaders allow:
cubemap specular

3 detail maps for diffuse

bump mapping
dynamic reflection
animatable and color changing self illumination
controllable specular highlights(how bright the reflection is and the color that is reflected)

animatable plasma map(not sure what this is. may be the ability to overlay a 3d texture over the shader like the shield noise from the energy shield)

CAN ONLY BE USED ON BSP GEOMETRY


Model shaders allow:
cubemap specular
transparency
animating (sliding/rotating) the texture

1 detail map for diffuse

minimally animatable and color changing self illumination
color change(tinting the whole texture)
masking and modulating detail maps(how strong the detail map is)

ability to be lit from behind(tree leaves for example)

Edited by MosesofEgypt on Nov 5, 2014 at 02:32 PM


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Nov 5, 2014 03:17 PM    Msg. 17 of 21       

Edited by sparky on Aug 20, 2015 at 03:58 PM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 5, 2014 06:15 PM    Msg. 18 of 21       
Quote: --- Original message by: Rododo
@stunt_man: default Halo PC, little mods to AI with Halo Map Tool and nothing else. Maybe you don't see them because of your settings...?


Default Halo PC... Legit? Or torrent? Because maybe there's a torrent going around with fixed shaders lol. It's not my settings, everything's on max and I didn't force anything with Nvidia Control Panel.

I'd really appreciate someone's help with this, it's one of those little niggling things, y'know?


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Nov 6, 2014 12:32 PM    Msg. 19 of 21       

Edited by sparky on Aug 20, 2015 at 03:58 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 6, 2014 08:36 PM    Msg. 20 of 21       
This explains it fairly well. It's where I first heard about it actually.

http://forum.halomaps.org/index.cfm?page=topic&topicID=43426

Edit: just to make sure I don't get anyone telling me I'm wrong and that this isn't specular mapping, it the ability to apply a cubemap to a chicago shader. That's more or less the same exact thing because that's how halo handles reflection on .gbxmodel's, as a cubemap modulated by a specular map.

You can more or less create the same effect with chicago shaders by including a mask as one of the 4 maps and have it affect the opacity of the cubemap, except that the cubemap is always on so you'll be able to see, for example, the warthog's windshield reflecting light in a dark tunnel.
Edited by MosesofEgypt on Nov 7, 2014 at 12:13 PM


1337
Joined: Dec 2, 2011

Don't be daft. wrap your shaft


Posted: Nov 12, 2014 05:01 AM    Msg. 21 of 21       
My original Halo PC also had working bumped glass

check your video settings guys.

 

 
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