View Poll Results: What should be done? (This poll won't really jurisdict the final outcome)

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  • Keep it "Original"

    19 24.05%
  • Make it more, "H2" (e.g., BSP changes, weapon/vehicle placements)

    60 75.95%
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Thread: [WIP] Sidewinder

  1. #1
    Senior Member et_cg's Avatar
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    [WIP] Sidewinder

    Figured I'd post what I got, since my other thread has it. I'm working it out still, currently re-lighting, and testing, etc. The whole works, you know.








    The title pretty much explains itself.
    Last edited by et_cg; July 29th, 2007 at 10:18 PM. Reason: Added a line.
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  2. #2
    Intellektueller Bastinka's Avatar
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    Re: [WIP] Sidewinder

    For H2v?
    Seems a bit too bright ATM, also the snow shader seems a bit too shiny :\
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  3. #3
    Senior Member et_cg's Avatar
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    Re: [WIP] Sidewinder

    Quote Originally Posted by SilentWindPL View Post
    For H2v?
    Seems a bit too bright ATM, also the snow shader seems a bit too shiny :\
    Hence the [WIP]
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  4. #4

    Re: [WIP] Sidewinder

    Good work! I see you're trying to make the shaders much like H1! I'd actually say, upgrade! If there is a similar shader in H2 with an upgraded texture of the original, use that! Play around, but so far so good!
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  5. #5
    Useless Member jngrow's Avatar
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    Re: [WIP] Sidewinder

    The best H1 shader in the game is the one base (dont remember which) in blood gulch, its hella detailed, shiny, bump mapped, and awesome. H2 shaders are ugly and plain IMO.
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  6. #6

    Re: [WIP] Sidewinder

    Quote Originally Posted by jngrow View Post
    The best H1 shader in the game is the one base (dont remember which) in blood gulch, its hella detailed, shiny, bump mapped, and awesome. H2 shaders are ugly and plain IMO.


    Indeed they are. They are nasty and provide no beauty whatsoever Cubemaps and detailmaps don't do anything on them! Oh welllll! Especially this screenshot on low quality. It's terrible!
    Last edited by SuperSunny; July 29th, 2007 at 11:56 PM.
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  7. #7
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: [WIP] Sidewinder

    Sorry sunny, but its still not as awesome as that rusted metal on the blue base in good ole h1. cant beat the classics!
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  8. #8

    Re: [WIP] Sidewinder

    Quote Originally Posted by Wave of Lag View Post
    Sorry sunny, but its still not as awesome as that rusted metal on the blue base in good ole h1. cant beat the classics!
    That blue base shader can be recreated easily. It's a matter of what you put into the shader. I've done things with metal in H2 that are crazy, while playing around. I'm trying to make the statement that Halo 2 does not have dull shaders. Bungie just dimmed the reflection amount in them compared to H1. That can all be increased.

    The blue base texture was good use of a bump-map with a fitting texture and a nice reflection. That's it. Change one property of that and it looks terrible. If the same engine is upgraded, of course it can beat the classics. If it can't, I'd call that a downgrade.
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  9. #9

    Re: [WIP] Sidewinder

    Quote Originally Posted by SuperSunny View Post
    Bungie just dimmed the reflection amount in them compared to H1.
    I was wondering why some of the HCE shaders that were around 0.6 were at 0.15 in H2V. Must have had a good reason; performance, maybe?
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  10. #10

    Re: [WIP] Sidewinder

    Quote Originally Posted by dcemuser View Post
    I was wondering why some of the HCE shaders that were around 0.6 were at 0.15 in H2V. Must have had a good reason; performance, maybe?
    The look. Bump-mapping looks different in H2. They wanted to have a unified look. Though increasing the reflection amount makes the bump-maps like they were in H1 by reflecting the bump, AND in H2 by expressing the bump through lighting. Even better!

    But there are things that they could have easily increased without any performance loss. I wonder why they didn't. The game would have looked much more beautiful.
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