I redid a number of vertex shaders in hlsl. I have yet to figure out how pixel shaders will work (mainly because scythe didn't redo any one that takes more than 5 sasm lines :P) these may be all the ones that I rewrote however I don't think so.... Anyways; here:
If someone figures out what those registers are holding, by all means, let us know as for now I'm just shooting in the dark trying to fish out what they do.
Add each one individually and compile with usertool.
March 3rd, 2010, 12:20 AM
Kornman00
Re: UserTool - OpenSauce command line tool
Halo1 Mac and Stubbs the Zombie Mac/Xbox have the source shaders included in the install. Looking at Hal1 Mac's VSH sources would probably help. I'm not sure if I would be allowed to post them or not
March 3rd, 2010, 05:45 AM
Dwood
Re: UserTool - OpenSauce command line tool
Quote:
Originally Posted by Kornman00
Halo1 Mac and Stubbs the Zombie Mac/Xbox have the source shaders included in the install. Looking at Hal1 Mac's VSH sources would probably help. I'm not sure if I would be allowed to post them or not
I don't think that the devs would care... my main problem is figuring out what values are being held in the registers anyways.
Last night because I was bored doing homework I took turns doing the water reflection shader and Pre-Cal I did transparent_water_reflection. Gives the water a neat effect as-is however removing my modifications makes it look normal so dun u worry that hlsl screwed it up. :)
I also tried the shader changes in Revelations, and the water looks p. cool, hope ya'll like:
OUT.Tex1.w = temp_r5.x;
OUT.Tex2.w = 0 * temp_r5.y; //Nulls effect to isolate what each does
OUT.Tex3.w = 0 * temp_r5.z; //If you want it to look normal, remove the multiplication
Must spread rep. lol. Anyways I completely failed in my attempt to rewrite the active camo. Well it works, but it works a little... too well. The player is totally invisible.
March 4th, 2010, 06:49 AM
FireScythe
Re: UserTool - OpenSauce command line tool
Thanks kornman, those shaders should provide some good insight. Just to be sure poeple know, the shaders are written for OpenGL(?) so won't directly compile with usertool, some conversion is still necessary :).
Quote:
Originally Posted by Dwood
Anyways I completely failed in my attempt to rewrite the active camo. Well it works, but it works a little... too well. The player is totally invisible.
When rewriting rigged model vertex shaders i'd advise using a map that is basically a box at point 0,0,0 as thats where the verts end up (in object space) if the skinning code and/or WVP are incorrect.
March 4th, 2010, 08:36 AM
Kornman00
Re: UserTool - OpenSauce command line tool
np
There's also the Halo PC Beta vsh\fx shaders which I don't think changed until retail...but uhhhhh yeah. Not gonna post those ;x.
March 9th, 2010, 02:13 PM
Sasc
Re: UserTool - OpenSauce command line tool
Quote:
Originally Posted by FireScythe
Update 25\02\10[*]
import-lightmap-uv - Replaces the lightmap UV's of a single bsp with those read from a matching obj file.
For the lightmap UV replacement you should wait until you have completely finished your BSP as tool can create different lightmap surface arrangements each time you run lightmaps so an obj created with an older bsp might not match a newer one, and you don't want to re-uv the bsp everytime you make a change. Also, you should ONLY change the UV's as changing the mesh can break the surface ordering and will cause problems. The workflow for using this with Aether would be:
Finish the BSP completely.
Export lightmaps with Aether.
Re-UV the lightmaps and import.
Recreate your Aether project and export everything again.
Do your Max/Maya lighting as normal.
I can't guarantee every obj file format will work so if you have problems let me know.
Do the custom lightmaps still work if the d3d9.dll is not used? Similar to how the maximum BSP increase still works without the DLL? I ask because I'd love to have custom lightmaps for a map, but I don't really want to have every user install the d3d9.dll. And I also don't want to install Boost, open sauce, and the DirectX redist just to find out that I need the DLL to use custom lightmaps.