||Nov 18, 2010 07:41 AM
||Yesterday @ 09:21 PM
||Yesterday @ 09:38 PM
|What Games do you play:
||Halo duh, among other games.
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waffles has contributed to 2938 posts out of 439407 total posts
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20 Most recent posts:
Quote: --- Original message by: Thorolf Kveldulfsson
Quote: --- Original message by: waffles
lol you need evidence for an opinion?
Evidence has more than one meaning, and does not necessarily prove something. Evidence can be examples. What he is asking for is examples of how it is bad.Edited by Thorolf Kveldulfsson on May 23, 2013 at 09:10 PM
I interpreted it as "give me proof that this is bad" rather than, "tell me why its bad". Which probably doesn't make sense other than to me anyway :V
I'll shut up now
Edited by waffles on May 23, 2013 at 09:22 PM
lol you need evidence for an opinion?
The actual sky doesn't include anything other than planes. If i had to guess as to why the skies got less detailed, it might have to do with memory priorities or just plain efficiency (one sky for multiple bsp's). Otherwise all that fancy detail comes from the bsp directly infront of the sky's actual mesh.
Idr if Gravemind said anything of the such, dunno if anybody has ever wanted them in the past either.
I'd rather be able to see the detail in the actual flare. I don't need to modify the bitmap to "glow" if halo ce has bloom as is. The second flare reflection shows up when the mouth aperture activates, which is a rotational corona (forgot to capture it/gif it). If anything i'll probably just use a different flare; simple as switching the index.
Edited by waffles on May 23, 2013 at 08:23 PM
its instantaneous. hence the "magic".
Its just the realtime rasterizer command, mode 3 and 4 show surface normals. Obviously the bsp's normals are working right, they just won't render ingame normally (thanks gearbox).
Actually it might be a little different than that as i can't remember what its called completely atm. Just type rasterizer_r and hit tab and it should show up.
Nothing? Its the stock danger canyon lol.
monitor redo, added those particle rings from halo 3, did some fancy lens flares and functions (...not enough function blocks for angry face spark)
[sarcasm]lol nubs, per vertex weighting is the only way to skin![/sarcasm]
xbox compression is really terrible anyway compared to ogg or wave for that matter. There really isn't a reason to compile with xbox compression on the pc imo (unless ofc this magically fixes the sound clipping issue) ogg can take both 22050 and 44100 hz, not to mention 8-16 bit vs xbox's 4-bit compression. Might mess around with sounds later and see what i can come up with.
h3-reach environment cubemaps (bsp) are located within the scenario directory of the map. example for reach's m30 map, the env cube's are located here: levels\solo\m30\m30_cubemaps_xxx(x's in place of the index that relates to bsp's).
These cubemaps have several pages that you can click to view and extract. All static non-bsp cubemaps are located in the "objects\bitmaps\reflection_maps" directory for all games.
Halo 4's scenario directories are located in the "environments" folder, but the same principle applies, w/e the maps scenario type is where you should look (solo/multi/dlc)
Also theres a search function in the app if you didn't know, just type in cube(map) and hit enter. And using the tag class sorting, you can scroll through all bitmaps under the "bitm" class. The tools in the app are there for you to make long explanations like this non-existant.
So many non^2 bitmaps :L plus the odd blending that went with the shaders (grey backgrounds for multiplicative blending?). Also legit uncompressed bitmaps; halo 4 had to downsize with the sky complexities it seems. take the time to stare at the sky's in h4 and theres quite a bit of low pixel density going on for the sizes of the skies.
Edited by waffles on May 23, 2013 at 06:52 PM
Things to note:
tool doesn't like single weighted objects in skin modifier's (head), so its better to just link the object directly to the head bone (bip01 head)
weight areas where joint action happens at 0.5 (the area the joint starts to bend), and move outwards in increments of about 0.3-4 for each node.
^basically it. Startup is quicker if your still loading the full cache of maps. I moved CE back over to my secondary, didn't seem worth the cost of space I could use for something that needed it.
I have skyrim and a few other games onboard my primary ssd, loading times are no longer than 1-2 seconds.
Honestly the only thing your really gunna get out of a ssd for performance is anything related to memory access (reading/writing).
Edited by waffles on May 21, 2013 at 02:42 PM
Geez, lots of stuff I didn't bother reading; but what i skimmed through I'll say that cc in h4 is nearly all shader based as opposed to channel masking in earlier games. 1 Color per high pixel data(white-grey), and another for low (black-grey). The amount of materials assigned to each mesh account for "masking" the cc. A material is smaller in file-size comparatively to a bitmap; odd system, but i guess its somewhat efficient?
As i said with the bones in the previous page if you read, its not an easy task tracking down which node needs to have its pivots fixed. And I even provided a temporary fix, with an example.
Also, nearly all the cubemaps are in an extractable state from each game with less coming from h4. And as i stated about 300 times before, the cubemaps from all of these games are dynamic and changing. There is no specific 1 cubemap for a material in most cases, just pick a D*** cubemap and use it!
Edited by waffles on May 21, 2013 at 02:28 PM
OS shader tutorial
Thank ally for actually holding onto it for all this time and uploading it.
It explains basically every field from the 3.0.1-2 updates. Made this ages ago when the first public releases included the extension.
Edited by waffles on May 21, 2013 at 02:17 PM
Mp fp model is a no go. If your trying to get the sp fp arms, make sure your using the right version of the emf importer. Which you can generate from adjutant.
lol back pre-release I immediately got an impression of metroid. this was probably why, and i just didn't realize it at the time.
Oh shiz, i didn't know that. Kinda been meaning to get into the h4 lore a little. (inb4 everyones opinions)
Pretty sure in an earlier video he gave credit to you.
Those hands in general have a ton of verts... So annoying sometimes.