It would interest you greatly to play with Open Sauce for all of your shader needs. It's what allowed us to use normal maps on weapons for CMT. By default Halo CE doesn't support this.
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It would interest you greatly to play with Open Sauce for all of your shader needs. It's what allowed us to use normal maps on weapons for CMT. By default Halo CE doesn't support this.
Yeah Halo's shader options are pretty limited by modern standards; what you can do:
-Cubemap reflections
-Self-illumination
-Tag-controlled color swapping
--(those three are controlled with a thing called a "multipurpose map," which is another texture whose blue channel scales reflection intensity, green channel scales self-illumination, and alpha channel indicates what bits of the texture can change color via tag)
-Detail textures
-A bit of trickery with transparent shaders (scrolling, scaling by weapon function, etc.)
With Open Sauce, you'll get honest-to-goodness Phong lighting, normal map support (w/ up to 2 detail normalmaps!), and specular map support (to take advantage of said Phong lighting), so if you're already using those in the texture that'd be the way to go
Haha, yea. The Halo 4 BR is burned into my retinas at this point.
I can hardly look at the Reach Weapons now, they all look as if the geometric details that should be in the normals map are painted directly in the diffuse.
And the Halo 3 weapons are just last gen. I am really looking forward to the Hard Surface modeling they got in Halo 4.
They even showed some pros modeling in modo in one of their vidocs, so it looks like their going out of their way to get some quality stuff.