Re: Introduction and a few possibly nooby questions about the engine.
Some Opposing Force arms I retextured (Not my model): http://i31.tinypic.com/2vt9vmb.png
Flesh there is hand painted no photos.
WIP SKS texture for a mod, heavy diffuse painted highlights. Not intended to be a shader heavy piece: http://i36.tinypic.com/241t9ih.png
Note that those two are rendered at 100% self illumination so all you're seeing is the texture. I'll try to find some of my dynamically lit shader heavy pieces from before the reformat.
EDIT: SKS isn't my model either.
EDIT2:
Shotgun WIP (My Model): http://i29.tinypic.com/4t6a9z.jpg
Colt M1911 Texture WIP (Not my model): http://i26.tinypic.com/2q8qyd2.png
Grenade Texture, diffuse, specular and normal (Not my model): http://i40.tinypic.com/2vccdbk.png
Custom Half Life arm model texture (not my model): http://i40.tinypic.com/2drgiv9.jpg
Re: Introduction and a few possibly nooby questions about the engine.
Seem good. Colt texture looks interesting.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
JohnAbyss25
- How does the engine handle diffuse, normal and spec maps? Is it like source where sometimes the specular map in contained in the alpha channel of the normal map? I want tons of details on stuff like that. I also want to know how to manipulate the shaders on certain materials in similar ways to how you can manipulate them with commands contained in a .vmt file in source.
For anything bsp, specular is contained the the diffuse alpha, and the bump map alpha is for transparency. You can compile a normal map and use that, or you can edit the bitmap tag to say it's a height map and it will convert bump maps to normal maps when your recompile the bitmap.
In a shader_model, the diffuse alpha controls transparency and the shader uses a multipurpose map with channels: green=self-illumination, blue=specular, and alpha=colour change (ie team colour). Ignore the key in the shader for multipurpose maps, I believe that's what they used for xbox.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
Con
In a shader_model, the diffuse alpha controls transparency and the shader uses a multipurpose map with channels: green=self-illumination, blue=specular, and alpha=colour change (ie team colour). Ignore the key in the shader for multipurpose maps, I believe that's what they used for xbox.
I thought red was specular, and blue had something to do with the detail map?
Re: Introduction and a few possibly nooby questions about the engine.
Hey, welcome to the forums, i recognize you from CDG.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
Delta4907
I thought red was specular, and blue had something to do with the detail map?
Green is lights.
Blue is specular.
Red is detail maps.
Mixed colors do what you'd expect
Re: Introduction and a few possibly nooby questions about the engine.
Hey thanks for the welcomes and info guys. I think I've got enough atm to start making new textures for Blood Gulch. Let me tell you this is gonna be one sweet map retexture. What would you guys like to see for a weapons set? I'm going to be making a few new weapons for the map, I'm swinging toward halo 3 stuff but what would you guys like to see?
Re: Introduction and a few possibly nooby questions about the engine.
I can tell you we don't want to ever see bloodgulch again :saddowns:
Re: Introduction and a few possibly nooby questions about the engine.
halo 1 weapons are the best
either remodel them or retexture them (or both) but keep them the same thing basically.
Re: Introduction and a few possibly nooby questions about the engine.
I'll retexturing the defaults for this map then.
http://i38.tinypic.com/2iwaj54.jpg
I totally half-assed the bake. The high was just a turbo'd low, lol. Still turned out okay. I'm going to try to get it into the original halo anyways which just has a crappy chrome shader so it's not like it matters.