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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Halo CE Restoration Mod

Author Topic: Halo CE Restoration Mod (24 messages, Page 1 of 1)
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Rhinox117
Joined: Feb 2, 2016

Want a kebab?


Posted: Feb 9, 2016 06:06 PM    Msg. 1 of 24       
this is my project Restoration Mod,i am planning to restore and recreate some visual aspects of the xbox version,so,im planning restored and recreate not remove fuelrod,flamethrower,rocket-warthog etc...
I will to restore the campaign and multiplayers maps


captain keyes PC skin vs Captain keyes XBOX skin


PC Assault Rifle shaders vs XBOX Assault Rifle shaders And cleaned glass
Edited by Zangetsu on Feb 9, 2016 at 06:07 PM
Edited by Zangetsu on Feb 9, 2016 at 06:11 PM
Edited by Zangetsu on Feb 9, 2016 at 06:14 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 9, 2016 06:37 PM    Msg. 2 of 24       
How are you going to fix the rainbow glass.
Edited by Super Flanker on Feb 9, 2016 at 06:38 PM


Rhinox117
Joined: Feb 2, 2016

Want a kebab?


Posted: Feb 9, 2016 08:12 PM    Msg. 3 of 24       
Quote: --- Original message by: Super Flanker

How are you going to fix the rainbow glass.
Edited by Super Flanker on Feb 9, 2016 at 06:38 PM
Editing the cube map glass with photoshop and lowering the brightness,In the next step i want recreate the effect of the portable plasma shield but i have not idea how it works the plasma shader with this tag


If anyone knows how it works to tell me
Edited by Zangetsu on Feb 9, 2016 at 08:16 PM


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Feb 9, 2016 08:27 PM    Msg. 4 of 24       
I would direct you to wafflez thread where there was some hacky way to do it, but account is banned so a bunch of the posts are gone. RIP


Kinnet
Joined: Dec 27, 2013

Natsuki best boy


Posted: Feb 9, 2016 08:29 PM    Msg. 5 of 24       
are you using HEK or HMT, eschaton ??


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 9, 2016 08:43 PM    Msg. 6 of 24       
Quote: --- Original message by: Kinnet
are you using HEK or HMT, eschaton ??


................


Rhinox117
Joined: Feb 2, 2016

Want a kebab?


Posted: Feb 9, 2016 08:47 PM    Msg. 7 of 24       
Quote: --- Original message by: Kinnet
are you using HEK or HMT, eschaton ??

I am using HEK (Guerrilla), any idea?


Kinnet
Joined: Dec 27, 2013

Natsuki best boy


Posted: Feb 9, 2016 08:52 PM    Msg. 8 of 24       
i ask because, i'm working on a very similar mod, except my mod doesn't cover single player maps only the classic multiplayer ones.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 9, 2016 08:54 PM    Msg. 9 of 24       
Quote: --- Original message by: Zangetsu
I will to restore the campaign and multiplayers maps


Literally op.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Feb 11, 2016 11:32 PM    Msg. 10 of 24       
Quote: --- Original message by: Kinnet
i ask because, i'm working on a very similar mod, except my mod doesn't cover single player maps only the classic multiplayer ones.


Cool, care to share any details? I've got some stuff you can use


Kinnet
Joined: Dec 27, 2013

Natsuki best boy


Posted: Feb 12, 2016 07:42 AM    Msg. 11 of 24       
Quote: --- Original message by: stunt_man
Quote: --- Original message by: Kinnet
i ask because, i'm working on a very similar mod, except my mod doesn't cover single player maps only the classic multiplayer ones.


Cool, care to share any details? I've got some stuff you can use

https://www.youtube.com/watch?v=xSvIcTtPeek
I was thinking on doing another beta release next weekend :v .


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Feb 13, 2016 04:44 AM    Msg. 12 of 24       
if your going to do this, then your going to need OS, why you ask, because the halo 1 xbox, had normal maps, just saying


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 13, 2016 05:45 AM    Msg. 13 of 24       
Quote: --- Original message by: DOOM899
if your going to do this, then your going to need OS, why you ask, because the halo 1 xbox, had normal maps, just saying


Dot3 Bump Mapping only started to appear within the video game realm some time in 2003. Unless bungie had created some sort of tag system which allows you to skip ahead in time and reverse your statement is incorrect.

Halo Ce utilizes the standard height mapping basis although normal maps can also be utilized.

Quote: --- Original message by: Maniac1000
Actually, yes and yes.
You use the normal map as a bump,
compile the normal
set to 32bitcolour
do not recompile and do not set to height map
add to bumpmap slot in shader_environment


Quote: --- Original message by: eliteslasher
For this case though, unless you are applying to BSP models, normals will not work for bump. You will have to use a specular in the multi (use the same red and blue channels for this or it won;t work I don't think). If it is a BSP model though, normals compiled this way make VERY MUCH BETTER bump maps.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Feb 13, 2016 07:05 AM    Msg. 14 of 24       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: DOOM899
if your going to do this, then your going to need OS, why you ask, because the halo 1 xbox, had normal maps, just saying


Dot3 Bump Mapping only started to appear within the video game realm some time in 2003. Unless bungie had created some sort of tag system which allows you to skip ahead in time and reverse your statement is incorrect.

Halo Ce utilizes the standard height mapping basis although normal maps can also be utilized.

Quote: --- Original message by: Maniac1000
Actually, yes and yes.
You use the normal map as a bump,
compile the normal
set to 32bitcolour
do not recompile and do not set to height map
add to bumpmap slot in shader_environment


Quote: --- Original message by: eliteslasher
For this case though, unless you are applying to BSP models, normals will not work for bump. You will have to use a specular in the multi (use the same red and blue channels for this or it won;t work I don't think). If it is a BSP model though, normals compiled this way make VERY MUCH BETTER bump maps.
yes and no they did have normal maps tho,and if not im going to make some. all so thanks for the info
Edited by DOOM899 on Feb 13, 2016 at 07:05 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 13, 2016 07:32 AM    Msg. 15 of 24       
Quote: --- Original message by: DOOM899

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: DOOM899
if your going to do this, then your going to need OS, why you ask, because the halo 1 xbox, had normal maps, just saying


Dot3 Bump Mapping only started to appear within the video game realm some time in 2003. Unless bungie had created some sort of tag system which allows you to skip ahead in time and reverse your statement is incorrect.

Halo Ce utilizes the standard height mapping basis although normal maps can also be utilized.

Quote: --- Original message by: Maniac1000
Actually, yes and yes.
You use the normal map as a bump,
compile the normal
set to 32bitcolour
do not recompile and do not set to height map
add to bumpmap slot in shader_environment


Quote: --- Original message by: eliteslasher
For this case though, unless you are applying to BSP models, normals will not work for bump. You will have to use a specular in the multi (use the same red and blue channels for this or it won;t work I don't think). If it is a BSP model though, normals compiled this way make VERY MUCH BETTER bump maps.
yes and no they did have normal maps tho,and if not im going to make some. all so thanks for the info
Edited by DOOM899 on Feb 13, 2016 at 07:05 AM


No Halo Ce never used normal maps. Normal maps just miraculously work. (well not miraculously but my point is halo was never designed with normal maps in mind, OS was)


MrChromed
Joined: Apr 14, 2013

What are you looking at?


Posted: Feb 13, 2016 10:05 AM    Msg. 16 of 24       
Halo CE only had the "Normal/Bump Map" system on shader_enviroment and shader_transparent_glass shaders. That's something known by everyone here


Kinnet
Joined: Dec 27, 2013

Natsuki best boy


Posted: Feb 13, 2016 12:56 PM    Msg. 17 of 24       
Yup, you can see them by using your flashlight in any Bungie map.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Feb 13, 2016 01:18 PM    Msg. 18 of 24       
Is there a way to make the bump maps appear without interaction from a dynamic light, as they do on Xbox? I don't want to have to force players to use OS, but I don't mind using OS tool to compile.


OrangeJuice
Joined: Jan 29, 2009

halohek.pbworks.com


Posted: Feb 14, 2016 10:45 PM    Msg. 19 of 24       
Even if normal maps didn't become an industry standard until 2003, people were using it for a while before that date.

There's the doom3 tech demo for Macintosh in 2001 I believe.

Another odd game to look at would be Azurik. That game apparently had full antialiasing, and used volumetric fog in 2001. Both games may or may not have been in development for a long time before release even.

(Blah blah blah. Me rambling, me do lots of research on fbf animation)
Edited by OrangeJuice on Feb 14, 2016 at 10:46 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 14, 2016 10:49 PM    Msg. 20 of 24       
Quote: --- Original message by: OrangeJuice

Even if normal maps didn't become an industry standard until 2003, people were using it for a while before that date.

There's the doom3 tech demo for Macintosh in 2001 I believe.

Another odd game to look at would be Azurik. That game apparently had full antialiasing, and used volumetric fog in 2001. Both games may or may not have been in development for a long time before release even.

(Blah blah blah. Me rambling, me do lots of research on fbf animation)
Edited by OrangeJuice on Feb 14, 2016 at 10:46 PM


I stand corrected but no normal maps of any kind ship with the hek right?


Oskarmandude
Joined: Mar 16, 2013

Make Halomaps Fully Hectic Again


Posted: Jun 17, 2016 03:56 AM    Msg. 21 of 24       
bump


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 17, 2016 04:27 PM    Msg. 22 of 24       
Quote: --- Original message by: LegitGameReviews

Do not release this fix as a map(s). Release it as individual files that people can apply to their maps. You know, like how the people you stole that AR multi restore did it.


Bitter after taste is bitter.

That must require some level of finesse.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 17, 2016 11:30 PM    Msg. 23 of 24       
Quote: --- Original message by: stunt_man
Is there a way to make the bump maps appear without interaction from a dynamic light, as they do on Xbox? I don't want to have to force players to use OS, but I don't mind using OS tool to compile.


Put a large dynamic light in the centre of your map.


ghost901
Joined: Mar 4, 2010


Posted: Jun 21, 2016 11:54 PM    Msg. 24 of 24       
Quote: --- Original message by: LegitGameReviews
The bump mapped glass works on HPC, but not HCE. Boot up HPC, go to B40, look in the first hallway you enter after point insertion. You can see the glass looks super nice. Yet the same shader in HCE "looks like a rainbow". If you look at the Halo 2 E3 demo, you can see this same "rainbow glass" error there as well. In fact many games have this error, as funny as that is. Is there a fix? Nope.

As for bump mapped shader_enviroments, you get limited functionality and that's all. This doesn't mean all hope is lost for them though. I have tried fixing Bungie's shaders in the past and the results are promising. No hacks needed. You just need to know what you're doing inside the shader. The main method is simply cranking up the specularity, but you must do so with finesse. On top of that, changing the blending mode to blended base specular usually offers pretty great results. Again, do so with finesse.

Do not release this fix as a map(s). Release it as individual files that people can apply to their maps. You know, like how the people you stole that AR multi restore did it.


I haven't had that glass issue for years now.

I converted this map directly from HPC by internalizing every tag and changing the map header to HCE.

I don't any have screenshots from back then but they certainty showed the rainbow effect.


Can anyone here direct me to a map that has this issue? I want to make sure I'm not missing anything.
Edited by ghost901 on Jun 22, 2016 at 07:56 PM

 

 
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