ugh
BITMAPS? WE DON"T NEED NO STICKIN SHITMAPS <>
yeah, I haven't finished the bitmap code, only some bitmaps will extract right now :/
I'd suggest getting a halo 2 xbox modding program and extracting bitmaps with it right now.
Kornman i can't seem to open the zanzibar_waves shader (haven't tried the rest as water shader was the only one i needed) Any chance of getting these shaders also? This would provide us with a nice collection of different water shaders
scenarios\shaders\solo\deltatemple\waterfall
scenarios\shaders\multi\waterworks\waterworks_wate r_pool
I'll look into Snaver
So these shader tags (the ones you can open ;p) look ok to you? IE They don't look like their missing any data right? I'm not sure what they're suppose to REALLY be like back in the source tag form, compared to their runtime form, I just know what fields they need to have ;p
as far as the tag opening problem is going, I think it may be related to the math functions in the tags (ie those fancy graphs you see). I'll have to check out they transform from source to runtime.
Yeah, I was right, it was due to the way I handled function mapping definitions, but luckily it was fixed by a single line of code.
I'm going to have to figured out how to take a shader's postprocessing definition and fill out the shader's parameters block. Using a version of guerilla that doesn't use the tag template view on shaders I should be able to figure out how to 'de-postprocess' the shader tags so you guys can use them.
This isn't like Halo 1 where all you had to do was fix a field here and there because it was a real field meant to represent time (thus multiply by 30 or w/e), there is some heavy postprocessing that needs to be undone so they're usable tags once again.
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