Introduction and a few possibly nooby questions about the engine.
Hey guys, I'm a new member, my name is John and I wanna get into Halo CE modding. I've been modding Half-Life and it's sequels for a few years now and am an avid fan of both Half-Life and Halo. Since I've become proficient at modding the Half-Life games I guess it's about time I move on to modding my second favorite franchise. :P
For the record, I'm not a noob. I'm proficient at texturing, basic 3d modeling and UV mapping and to some extent I can map also. I'm the lead texture artist on the source mod "For Hire" and I also do modeling and texturing for my own projects.
I've downloaded the OpenSauce Halo CE SDK Update #2 (RC) and I've been experimenting with some of the included tools but have a few questions about the engine.
- Can bump maps/normal maps and specular maps be used on weapon models? Most of the weapons I've seen in custom maps don't have any trace of a bump map on them, I think I've seen some kind of specular on them though.
- Can the sun be made to be a dynamic light source? I want all the bump maps in my upcoming project to react to the sun the same way bumpmaps react to the flashlight in default maps.
- 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.
If you guys have any answers or would be kind enough to point me in the direction of a few thorough tutorials that would be great. Thanks.
Re: Introduction and a few possibly nooby questions about the engine.
The game cannot render normal maps on anything other than bsp.
Specular maps are not your typical specular maps. They are controlled by a thing called a multipurpose map which contains several maps in one, the specular, illumination, and reflection.
Yes the sun can be made a dynamic light but I'm not sure how to do it.
Re: Introduction and a few possibly nooby questions about the engine.
The sun can be made dynamic, but it makes your fps very low.
http://www.youtube.com/watch?v=hh1SFHj_jqs
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
Disaster
The game cannot render normal maps on anything other than bsp.
Unfortunate but not unexpected given the age of the engine.
Quote:
Originally Posted by
PopeAK49
The sun can be made dynamic, but it makes your fps very low.
Again unfortunate but at least the effect is what's desired. The guy who made the vid said that the low fps is just the frame rate of the video though in one of the comments so there's hope yet.
Thanks both of you guys.
Anyone know the maximum texture size? I'm thinking of starting my venture into modding halo with a retexture of one of the default maps with some custom weaponry (MA5C, that ODST socom pistol thing, etc.) I'm thinking I'll do one of the outdoor maps thus my question about the sun as a dynamic light. So yeah, a link to a tut about how to get tags and animations into the engine would be nice too.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
Disaster
The game cannot render normal maps on anything other than bsp.
Specular maps are not your typical specular maps. They are controlled by a thing called a multipurpose map which contains several maps in one, the specular, illumination, and reflection.
Yes the sun can be made a dynamic light but I'm not sure how to do it.
bsp's can't even use normal maps... they use bump maps... they do 2 completely different things... hard to get them confused XD... normal maps add depth to a model where as bump maps... they render light hitting a surface differently from different angles
Re: Introduction and a few possibly nooby questions about the engine.
They can be used to achieve similar effects. It's more the method in which they do it that differentiates them.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
the1
bsp's can't even use normal maps... they use bump maps... they do 2 completely different things... hard to get them confused XD... normal maps add depth to a model where as bump maps... they render light hitting a surface differently from different angles
Wrong, you can use normal maps on bsps. My proof is the normal map used on the ice texture for the single player level a.o.t.c.r.
When I stated that dynamic lighting causes extreme drops in fps, I meant that to the guys with the low end computers. But then again. Who doesn't have a computer these days that can run halo at full settings.
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
PopeAK49
Who doesn't have a computer these days that can run halo at full settings.
FRain
Re: Introduction and a few possibly nooby questions about the engine.
Quote:
Originally Posted by
the1
bsp's can't even use normal maps... they use bump maps... they do 2 completely different things... hard to get them confused XD... normal maps add depth to a model where as bump maps... they render light hitting a surface differently from different angles
Dude, shut up.
Baiscally, if you set it right, the engine will compile the height map into a normal map.
I can run halo at 1024 full settings and get a stable 27fps usually. :downs:
Re: Introduction and a few possibly nooby questions about the engine.
Could we see some of your texture work?