Bungie LLC has contributed to 464 posts out of 464138 total posts
(.10%) in 1,329 days (.35 posts per day).
20 Most recent posts:
Quote: --- Original message by: snark567
Paint is almost useless.
I feel as though it should have been pretty obvious, but just to clarify, I was addressing Masterz, not you
nice rebuttal lol
Quote: --- Original message by: Masters1337
You know. Like those screenshots I have of your "opinions" of i01.
Any opinion or greivance i have of/for/against I01 is always shown to the developers and leads. Unlike you, I know how to have civil conversation and talk to many of them about various parts of their game. Not to mention, I've been friends with Bean/Church/AI since before I01 was a thing and have worked with all three on various other projects. There's a certain amount of trust that can be afforded to the people you've worked with.
I second this notion in particular. This is just you projecting your own disingenuous childishness onto other people. It sounds to me that you are quite often afraid of being held accountable for your own actions, if I had to hazard a guess :)
I also don't know what you think you did to afford yourself such a smug, self-important attitude. SPv3 looks and plays like a young-adult fanfiction with as much assets awkwardly crammed into it as possible within the ramifications of the Evolved team's leftover work with OpenSauce 4.0.
EDIT: And before you surmise that my grievances with you are some form of partisanship, or that I am affiliated with any of the other idiots in this community or on this website otherwise, you'd be mistaken. You just genuinely strike me as stupid, from a bystander's point of view.
Edited by Bungie LLC on Aug 6, 2017 at 11:35 PM
You are quickly working your way towards the worst Halomaps poster in it's entirety. Your demeanor practically screams "I am a manchild" to me, and this isn't just some new phenomena. Your posting history has been like this literally forever, throughout the span of both Modacity and h2vista.net's forums.
Edited by Bungie LLC on Aug 6, 2017 at 11:32 PM
What version of Halo are you playing on, and what other third-party injectors/applications are you using?
There was also a guy developing a version that works in SP. Can't remember who the user's name was, but the rockets were guided by AI, if I remember correctly.
Something I'd like to point out that I've noticed after using this for over a week: antenna tags, like those on the back of the warthog, seem to behave strangely. When viewed while in motion, when antennas animate, it's as if they've had a stereoscopic effect applied over them. They are very distorted and behave strangely.
Not a big surprise, considering he's used the official Halomaps twitter to make embarrassing, politically-charged comments before in the past.
Glad to see you've returned after so long and are still doing things with the game, to some degree.
Have you considered doing any more of your ports from later games, like the skyboxes, characters, and those few devices from h2 / h3? Did you ever update any of your old releases? I believe I have a handful of things backed up somewhere in my mediafire account.
Or are you solely focused on things related to the original Halo for the time being?
I can certainly say with confidence that you have made some of the best looking ports from later Halo games I've ever seen surface on this forum, despite their age. The shaders and rigging were always fantastic right out of the box. I, personally, would kill to see some more of that.
Right, because all of this works on the basis that all the things moving in the actual game scene are [obj]ect tag classes, and if I'm understanding this correctly, chimera's interpolation feature works by updating an object's position more frequently in between the game's tickrate.
Considering he does figure out how first person elements are implemented in the game runtime, 002 would probably have to create a whole new system solely for FP's interpolation since it probably doesn't deal with [obj]s.
Quote: --- Original message by: Imouto
tfw i make a post yesterday about how waffles is dead 5good and he comes back today and posts
i-is weeaboo magic real
Really? I know that there's the monochrome format and "heightmap" bitmap type in the tag, each of which seem to deal with textures that deal with shader-related "depth," but I'm pretty sure these are xbox only formats and are deprecated on PC versions.
>that interpolation feature
i hope the madman gets it working in fp. i'd nut for days
I don't really trust those h2 animations that have been floating around, because all I know about them is that they've been in the possession of some of the killer5000-type posters around here, and that they have a reputation for being really rough around the edges, or outright broken. Unless, of course, you got them from the source, which is Mootjuh or Kirby themselves.
But, if you could get them cleaned up and in seamless working order for CE, I'd be very interested in using them. I'll download the set and have a look at them, I suppose.
EDIT: also, how do you deal with the bump maps in h2? aren't they, like, monochrome by default? how do you get them into a more "contemporary" normal/bump map format?
Edited by Bungie LLC on Jul 5, 2017 at 10:45 PM
To be honest, my favorite ODST design from the series was actually the Halo 2 iteration. Not sure why, perhaps it's the more subtle and simplified overall look of them.
Anyway, why the visor color change from it's original white to blue? Was that done in wake of the Halo 2 Anniversary design?
I was approached on Steam and told to have a look at this thread here, which gave me a straightforward enough answer for my purposes.
This, and the other replies have been helpful, and I can say that my problem's pretty much been solved. Hopefully, for anyone who may have the same questions down the line, this thread will provide the right answers.
i just want waffles back. hasn't logged into steam in like 80 days
I'll make this quick. I'm working on OS shaders for several of the zteam h3 assets using content extracted with Adjutant. For all of the h3 weapons, and a handful of other assets, I've isolated all of the bump maps, as well as the specular lighting maps from the diffuse alpha channels, which I'm using as both the normal maps and specular highlight maps in the OS shaders, respectively.
Everything's pretty straightforward until I get down to the final portion of the shader model extensions, "Specular Lighting."
How do I determine what values I should use for my lighting coefficient and exponent? All the examples I've ever seen (including the evolved tags) have values that are all over the place, and are generally inconsistent, and the guidelines I've seen discussed in previous threads are vague and don't provide me with anything concrete to go off of.
help pls ty
Edited by Bungie LLC on Jul 2, 2017 at 12:34 PM
As for your fog issues on scenery which improperly use shader_environments, I believe there's a flag you can check which will fix the issue, one that is shared by all of the "shdr" tag classes, if I'm not mistaken.
I'm pretty sure that back in the day, when dealing with large set-pieces in the form of scenery (like large frigates in the sky for instance), I'd check a flag in the shader_model tag which eliminated the strange masking of the shader by the overall fog color, and I believe that flag was "true atmospheric fog."