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Viewing User Profile for: malolo420
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Joined: Aug 5, 2007 06:45 PM
Last Post: Mar 20, 2017 06:28 PM
Last Visit: Mar 21, 2017 07:47 PM
Website: www.littleraingames.com
Location: Canada
Occupation: Game Dev
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Your Age: 24
What Games do you play: Halo Custom Edition, Xbox 360 stuff
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malolo420 has contributed to 90 posts out of 461531 total posts (.02%) in 3,524 days (.03 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » Write new shaders with Opensauce? Mar 20, 2017 06:28 PM (Total replies: 0)

I can't remember, but I think I read you can make new sharers with open sauce?
Or is it only post effect shaders?

Am I correct?

Is it CG, HSL, GLSL? And What shader model?

Halo CE General Discussion » Thoughts on a reworked shield concept? Mar 20, 2017 06:21 PM (Total replies: 13)

You could achieve that with a new biped. It would need a model per plate, with a separate collision. Then just put health/shield on each plate, and when it gets to 0, it deactivates, and when shields go back up it respawns, kind of like the covenant shield that's on the ground.

Will have to import the chiefs model into max, and you might have to redo all the animations, depending on node setup. But maybe not.

Edit: Jesse beat me to it.
Edited by malolo420 on Mar 20, 2017 at 06:22 PM

Halo CE Technical / Map Design » Legs in First Person Mar 20, 2017 06:16 PM (Total replies: 9)

Just watched a GDC talk about FP animations by a Bungie employee.
The way they did the legs, was by letting the FP camera see the legs of the 3P model.

I've never used open sauce, but maybe someone could get it working.

Just a thought.

Halo CE General Discussion » (Release) Hazmat Unit Feb 2, 2017 10:09 PM (Total replies: 33)

Quote: --- Original message by: OrangeJuice

Can't you paint vertex weights in viewport canvas so that you don't have to mess with the gizmo?

(never rigged a biped. just asking)
Edited by OrangeJuice on Feb 2, 2017 at 08:21 PM


Yes normally you just to that to get a base going, then you fine tune it vert by vert.

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 26, 2017 09:38 PM (Total replies: 26)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: malolo420
Quote: --- Original message by: Super Flanker
Full bump at every angle?



No.


The shadows would be correct, but it would make it really pop.

Take a look at this.

https://docs.unity3d.com/Manual/LightmappingDirectional.html


I'd write a 30 page book on why forcing full bump at every angle is totally unrealistic but no one would care so okay.


The shadows would still be shown in the correct direction though, trust me its way more realistic. Every new engine does this, it just makes it look 3d, and not flat like halo looks. Halo's bump mapping still looks flat without dynamic lighting. Look at that link I sent, it shows comparisons between lightmapping, directional, and directional specular.
Also, how do you think parallax or POM mapping is done. It uses a normal map, mixed with a height map to produce a 3 dimensional effect, which it shows it all the time. Don't think of it as forcing it do to something unnatural, think of it as catching up with newer engines.


Edit:
Here is an example, The first Set without and with a normal. And the second set, without and with a normal except its looking at the light source instead of away, hence the shadows only being on one side.
I will admit, this is also POM (Parralax Occlusion Mapping, but it works the same way and is easier to show the difference.

Without Normal, facing away from light source


With normal ,facing away



Without normal facing towards



With normal facing towards



So as you can see, it definitely looks more realistic with the bump/normal always showing, and it only shows shadows on the side that's away from the light source.
What you are trying to argue is that the way Halo handles lighting looks more realistic then all the new games, even the new halo's.

Edited by malolo420 on Jan 26, 2017 at 10:03 PM

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 25, 2017 11:11 PM (Total replies: 26)

Quote: --- Original message by: Super Flanker
Full bump at every angle?



No.


The shadows would be correct, but it would make it really pop.

Take a look at this.

https://docs.unity3d.com/Manual/LightmappingDirectional.html

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 24, 2017 01:38 PM (Total replies: 26)

You are probably right, but thought it would be worth a shot. I'll see if I can get HEK working and try it out, I remember all my pictures been lit up in overdose which was all dynamic lighting, but maybe I'm remembering wrong.

Dead hamster that looks pretty good, didn't know you could do that.
Edited by malolo420 on Jan 24, 2017 at 01:46 PM

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 23, 2017 07:00 PM (Total replies: 26)

Quote: --- Original message by: Tucker933

There's indeed a limit on dynamic lights, and things get visually glitchy when there's more than one overlapping dynamic light at different angles. Dynamic lights also don't cast shadows, and they don't locally illuminate scenery items (any light reaching them illuminates the entire item without discretion). They also don't have any occlusion whatsoever, meaning they'll over-penetrate anything within their radius, including BSP.

=/
Edited by Tucker933 on Jan 18, 2017 at 10:44 PM


I think there is a chance it wont penetrate the bsp if made right. If you look in this pic here from Unity, a directional light is piercing mine as well. Once I finish the outer part of the building though, so a face that isn't back facing to the light, it will shield the inner part of the building from the light. If someone pulls it off, it will make Halo look 10 times better, bump maps will punch, and shadows will be crisp.

I named the images wrong, but my example is saying unless the geometry is right, it will penetrate walls as well.

Back facing



Non-Back facing



Halo CE Technical / Map Design » Very Pissed: HELP REQUEST (Pickup Icons) Jan 23, 2017 06:51 PM (Total replies: 10)

They need to be a power of 2. 16, 32, 64, 128, 256, 512, 1024, 2048, 4096

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 21, 2017 03:19 PM (Total replies: 26)

I think its been around before valve, you can use V-Ray in 3ds max for light mapping as well.

I can't remember who, but someone made a tutorial for how to do it for halo way before open sauce was around, I might have it on my old HD.
Edited by malolo420 on Jan 21, 2017 at 03:20 PM

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 20, 2017 09:46 PM (Total replies: 26)

I used dynamic lights in the overdose SP, but only for interiors, It worked well until I added a bunch of other scenery. Which halo actually has a limit for all objects, so when I added to many scenery, the AI would disappear as well. I was thinking if done correctly it will look really nice. Dynamic lights really make the bump maps come out nicely.
Another Idea I had, if someone wants to make horizontal elevators, you just need to script the character to be added as a child to the elevator once he steps on.

Halo CE Technical / Map Design » Idea for making Halo Look better Jan 18, 2017 02:46 AM (Total replies: 26)

I can't run HEK on my computer, nor can I find my CD to even try and get it working again. But if someone is still making maps, try running radiosity in sapien, then cancelling it right away so all the lightmaps are black, or you can just paint extract the light maps and paint over them again.

Try lighting the maps with only dynamic lighting. 1 big one for the sun, and a bunch of small one indoors. I'm sure it will look a lot better.

Computers back in the day had a hard time using dynamic lighting, but everyone shouldn't have a problem now.

Post the pic here with your results!
Edited by malolo420 on Jan 18, 2017 at 02:46 AM
Edited by malolo420 on Jan 18, 2017 at 02:47 AM

Halo CE Technical / Map Design » Free Stuff Dec 26, 2016 01:09 AM (Total replies: 15)

Unreal also has C++, which is a little bit harder to learn than C#. If you know C++, its way easier to code and less time consuming then blueprints, I would never use blueprints for the structure of the game, would take for ever! I do have to admit though Unreal seems to have better reflections, although the comparison videos I've watched the guy might not have set up reflection probes correctly. Also the rate that Unity is evolving and getting better is pretty crazy. I got it when they just released 5.0, and were at 5.5 now. The amount of stuff they added since the start is nuts.

I personally like Unity better because C# makes everything easier.
The learning curve was really fast, I only started my project, maybe a year ago, and it was the first time I ever started using Unity. The previous experience from modding was a big help though, and I knew a bit of visual basic, and C++ as well, that definitely helped.
Although I am finding out how much I hate UNet(Unity's networking), which it isn't bad for arena shooters actually, but for survival games, I'm really not having fun with it.

Halo CE General Discussion » The SMG topic. FINAL QUERY. Dec 26, 2016 12:46 AM (Total replies: 37)

It isn't a loop, its just the sound effect playing over and over when you fire. I can't remember but I think you can adjust the pitch for each fire. Or you pack multiple sound clips into one, or something like that.

You make an effect, and then add a sound effect to that.

Edit: here I took pictures

The one on the left is an effect tag, the one on the right is a sound tag. The weapon tag will have a place to add the effect, I can take another pic if you need be.

Its at the very bottom of the weapon tag.

https://s29.postimg.org/womdykofb/This_Is_How_We_Do_did.png


Edited by malolo420 on Dec 26, 2016 at 12:53 AM
Edited by malolo420 on Dec 26, 2016 at 12:53 AM
Edited by malolo420 on Dec 26, 2016 at 12:54 AM
Edited by malolo420 on Dec 26, 2016 at 12:55 AM

Halo CE General Discussion » Installation 01 (Halo Fan Game) Thread Dec 26, 2016 12:37 AM (Total replies: 483)

What happened to this? I'll help on my spare time.

Modeling, texturing, c#, I have a sh** load of sound equipment as well.

Halo CE Technical / Map Design » Free Stuff Dec 24, 2016 01:12 AM (Total replies: 15)

I think its a good name haha.

DMT will always be great, just not the mapping team! haha

I was going to do one last map a while back, but HEK wasn't able to run properly on my new computer.

And too be honest, even if I could, Unity is so easy to make content, and you can do it so much quicker, and make it look so much better with ease. Even networking for a simple FPS, with basic shooting you could implement within a few hours, networking for a survival game is proving difficult, but you guys should give it a try some day. I never realized how much of a bitch blam! is to make content. It is nice to see the community still alive though.


Cool :)

Halo CE Technical / Map Design » Free Stuff Dec 19, 2016 08:16 PM (Total replies: 15)

I modeled upskirts from scratch. I was on my xbox looking at it as I went.
That's why there is only the first part.

Edited by malolo420 on Dec 19, 2016 at 08:17 PM

Halo CE Technical / Map Design » Free Stuff Dec 18, 2016 01:55 PM (Total replies: 15)

Tell him I said hi if you talk to him again.


Where did you learn to code?

Are you good with networking?


Time: Tue March 28, 2017 12:12 AM 204 ms.
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