||Jun 9, 2010 07:49 PM
||May 19, 2013 11:20 PM
||Yesterday @ 07:12 PM
|What Games do you play:
shaders, textures, and forerunner level design
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killzone64 has contributed to 723 posts out of 438887 total posts
(.16%) in 1,078 days (.67 posts per day).
20 Most recent posts:
change the view type to folder hierarchy in adjutant, then navigate to objects\characters\"character name"\bitmaps from there all the bitmaps pertaining to that character should be contained in that folder
or as an alternate method when going to extract a model there should be an option to export bitmaps. just select a folder to extract to and there ya go.
Edited by killzone64 on May 19, 2013 at 11:22 PM
oh and don't forget coldsnap 20/10
but seriously both those maps suck. the concept is awesome but its poorly executed...
the maps that i have had the most fun on would have to include
lanthanum (mine not released yet) H3 odst based firefight. lanthanum basically translates into, "to remain hidden" in Greek.
Edited by killzone64 on May 20, 2013 at 07:12 PM
whats up with the specular coefficient and exponents..... you never ever, ever, need that high of a number...
let me post part of an opensauce tutorial i was making
Part III: Opensauce Extensions
Opensauce is a third party extension to halo ce made by kornman and fireyscythe that allows for a higher level of graphical capabilities to halos rendering system.
At this time the only affected shader type is shader_model. Opensauce adds a whole new section just below where you add the bitmaps in the normal shader_model tag. This includes a place for specular maps, normal maps, and specular lighting override.
Coefficient - modulates the specular power; lower values dull and fade the specular lighting, and higher values intensify brightness.
Exponent- the size of the specular hi light spot. Typical values of this rage value from 1 – 20
specular color coefficient – modulates the power of the specular bitmap if you chose to use one.
Specular color exponent – adjusts the size of the area affected by the color coefficient.
also make sure you set your normal map coefficient to 1
and what does your specular map look like?
Edited by killzone64 on May 19, 2013 at 10:14 PM
cpu: amd AthlonII X4 640 3.0Ghz
RAM: 8 gigs of ddr3 ram
GPU: asus radeon 6670
OS: windows 7 home premium
MOBO: asus m4n68t-m v2
PSU: cooler master 400 watt (PS:do not buy this it actually only puts out a piddly 220 watts)
CASE: thermaltake v6 blackX edition
HDD: western digital 1tb harddrive (with only 20 gigs left)
my next build on the other hand
THERMALTAKE 750 Watt psu
asus radeon hd 7770 x2
amd fx series 4.2 ghz processor
asus sabertooth 99fx
Edited by killzone64 on May 17, 2013 at 09:20 AM
@dark neon: its may be to late to tell you but that is a workstation card and not going to work worth a crap for gaming. unless your purchasing it for rendering then my all means go ahead.
Edited by killzone64 on May 17, 2013 at 09:27 AM
i'm finding some odd bug, i signed into the server and have been playing, but i signed out and went into the server again later and a biped with my username was standing exactly where i had logged out. once it died it said i had left... then i realized my username had changed to mopey...
Quote: --- Original message by: Dumb AI
The same kind of logic people use when they compare games only by their graphics quality.
its like watching porn for its story...
@bourrin nice job on getting that AR ingame
oh durr, i read that incorrectly XD
in that case no you cant since they are all just rendered videos and the bsp's are not in the game. there are similar ones in the main game though. and if you are speaking of the ones in which you can look around yes you can extract those yourself with the halo 2 extraction tools.
Edited by killzone64 on May 11, 2013 at 11:44 AM
why don't you try and go onto winserv and look in the halo 2 files. the cut-scenes are all .bik files if i can remember correctly
i have actually been working on my version of forge world as a side project at school to go with my reach tagset. i'm not ready to show photos yet so you people will have to wait ill release the .blend along with a tutorial once cyborxmen finishes working on the blender exporter/importer tools
Edited by killzone64 on May 9, 2013 at 03:55 PM
well its going, going, gone. he apparently didn't have the time to make a bloodgulch mod
@ dsali i did the same thing for my first bloodgulch mod killed my laptop. i placed nearly 500 trees.
all of my shaders over the time of using OS ranging from crappy to marginal quality(not in order):
WARNING PIC HEAVY
meh the only two guns i really liked from halo 4 were the rail gun and the BR. i didn't like the game itself either but the assets are nice
@ banshee64 then in that case the majority of the forums also dont count XD
Edited by killzone64 on May 1, 2013 at 04:18 PM
rofl i released this abomination http://hce.halomaps.org/index.cfm?fid=5950
it had a bad habit of promoting spawn camping.
he will probably just ban the complainers fro spamming his inbox
bit of a bump there ya know.
and to ignore everyone bickering over something stupid as usual, hows progress on your project. some of the modeling was beginning to look promising.
I approve this message.
In my case( applies to some other people as well) my skills lie in another modeling program that isnt supported by the hek (minus an unfinished script written by cyborxmen). I can make custom guns and vehicles (minus physics, could never get the damn things to work) but I chose not to because I would rather not sink countless hours learning a program that I will rarely ever use. Mostly I port stuff (not rip there's a difference) in order to learn more about the hek and how it works. And in my adventures in porting I have learned a lot. Which gives me the knowledge to easily get my custom stuff ingame without a major headache.
they have never seemed to work for me. i put micro normals on the fp arms and they look no different than they were without them.
only about 10 minutes put into these os shaders and they already look great
not even any detail maps either
Edited by killzone64 on Apr 23, 2013 at 07:14 PM