If you can find a reliable repro for that, ie what specific situations cause the scaling to screw up, pop an issue on our issues database and i'll look at fixing it.
Type: Posts; User: FireScythe
If you can find a reliable repro for that, ie what specific situations cause the scaling to screw up, pop an issue on our issues database and i'll look at fixing it.
Yeah, the MP server has to be an OpenSauce dedi to download from it. Which is a shame since then you can't have the functionality of SAPP/Gandanur/etc. Although since the download protocol uses HTTP...
Here's a quick video showing the map downloads in action.
http://www.youtube.com/watch?v=R-nVbexrN5M
Master servers aren't a per-person/client thing. They are meant to be run by established web hosts, in which case they would most definitely have FTP access to their server for adding new maps.
Pretty much, from a technical standpoint I wouldn't think that halomaps' structure is able to serve data fast enough for map downloads since it copies data between servers and such before the user...
Sauce?? In a JAR?
Check out my wicked graphics skillz.
http://i362.photobucket.com/albums/oo66/TheFieryScythe/OpinSawse.jpg
It would be nice if whatever logo comes out of this would also nicely...
What Korn was pointing out in a round-about way is that motion blur and FXAA are the most expensive effects built in to OS so turning those off in the user settings xml will result in higher fps.
...
No changes have been made to how water is rendered that I am aware of, so it should be the same as it is in the stock game.
I primarily work with OpenSauce now which kornman00 has posted previously in this thread, but prior to that I created a number of programs for working with BSP and bitmaps.
Halo Bitmap Extractor...
That would only be if the lightmap UV's weren't adjusted to match the ratio of the bitmap. If you just replace a square bitmap with a rectangular one thats twice the width then yes, double the pixels...
There is a limit to the amount of bitmap data you can have in a bitmap tag, I can't remember the value though. Generally speaking quadrupling a bitmaps resolution will work on small to medium sized...
Right, I *think* I know what the issue is. When creating new UV coordinates you can't break up the chunks that are already there. For instance if the original lightmap UVs had two seperate quads, you...
If your comfortable with doing so, could you send me the BSP tag and Max (2009) files? I'll see if I can reproduce the error.
EDIT: Had a thought, when exporting your lightmaps from Max, are you...
Have you been creating a new Aether project after each run of tools debug radiosity? Since it copies the BSP data to an internal format it you have to create a new project before exporting your...
Would be worth doing this with OpenCOLLADA if your program of choice is supported (max/maya) since it tends to be more up to date/correct, and the Autodesk plugin in previous Max versions have been...
I think when tool unwraps the UVs for the lightmap geometry it can break up the UVs based on normal texture UV breaks, portals and contiguous mesh (which is your smoothing groups). So you could try...
So that people don't get the wrong idea, you can compile post process shaders into tags that get added to the map cache, but you cannot create your own model pixel/vertex shaders.
I've written...
Because it renders BSP in multiple passes. I've seen that it renders lightmaps first then does a second pass for textures, so it makes sense that it does extra passes for other shader features such...
To be specific, 1 base normal map, 2 detail normal maps (masked by the base normals alpha channel) and 1 specular colour map :).
If you are using Aether to output your mesh, you should be using the version located >here<. Thats the only version i'm supporting because I think I broke something in a later hotfix that might be...
It should be able to handle any bsp that fits the stock limitations of the original HEK. I can only suggest that you create a fresh Aether project and try again, otherwise I would need a copy of your...
Well MLAA seems to be a colour only post process, so while I wouldn't be doing it myself I don't see why someone couldn't create a shader from whatever information is eventually released for use in...
I've just pushed a fix for this. I hadn't put a null pointer guard around the gbuffer debug effect object after I moved it into its own class. Sink ur sauce.
TortoiseHG is a shell based tool that you can use to interface with the code repository.
I'm not sure by what you've posted whether you know this already, but Halo doesn't render directly to the backbuffer. It renders to an off screen render target and then (probably) StretchRects it to...