Meh...he didn't really explain HOW to do it just that it was easy.
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Meh...he didn't really explain HOW to do it just that it was easy.
I have a different lighting related question.
Texture baking, is there a good step by step description of how, I'm pretty sure you need an app but that its not public, and I'd just like to know how I should go about it.
Also, good idea, I think people don't use what they have very well.
you can do texture baking in max.
you can for example UV like 10 different materials to a mesh, because you can't texture stuff yourself, and just ninja pieces from others. then you apply another UV channel to your mesh, hit 0 to open the RTT dialog, and you can render the diffuses/bumps/normals etc to that channel, and itll spit out your textures to you.
yes its easy, just make a lens flare, make a scenery piece, add a marker, attatch flare to marker, place in sapien done.
ooh...i didnt know you could do that..thanks tweek..if i could i would + rep you
awesome i can lol
Since it hasn't been said yet, I'd like to make one thing known, since I am one of the sorry souls suffering from it:
While the techniques shown here will make a map absolutely beautiful, keep in mind that Halo's rendering engine is very taxing as it is, and these will lag the shit out of people not running on a newer machine. While it's kind of their fault for not being able to keep up with the times, please don't ABUSE these techniques, and keep them to a minimum in multiplayer maps.
Remember: lots of high-res textures, dynamic lights (even if not moving), particles, and lens flares can cause slowdowns.
Yes indeed they can :D
The key is to simply use your resources to their optimum performance.
If you have many high res textures, cut down on the dynamic lighting. If you have many particles, cut down on the high res textures. If you have many lens flares, cut down on amount and increase size.
Majority of the maps released have zero graphical upgrades. They are usually blocky, terribly textured, using the default Halo Clear Sky, and nothing applied shader wise. They also have either bad FPS because of zero portaling, or 400 FPS, from nothing added.
Balance it out by increasing what you can, making sure it doesn't get too bad.
You'd be surprised how much the game can actually take.
If we only would have the source code...100 lines of code and fake bloom is a thing of the past.
Also, nice. ^^
Can you go in-depth on a few of these things? I know you can tinker around with tags and get a working understanding of things, but I'd very much like a proper understanding, I won't really be able to take full advantage of these things if I just fart around and hope I make something work.