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Thread: Engine Work

  1. #11
    El Durado :/
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    Re: Engine Work

    Meh...he didn't really explain HOW to do it just that it was easy.
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  2. #12
    Shit. Mass's Avatar
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    Re: Engine Work

    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.
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  3. #13
    Glorious Beacon of Light Disaster's Avatar
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    Re: Engine Work

    Quote Originally Posted by supersniper View Post
    Meh...he didn't really explain HOW to do it just that it was easy.
    sorta half and half..because now you know where to look to figure out how to do this. Just look thorught the tags and lighting
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  4. #14
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    Re: Engine Work

    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.
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  5. #15
    Glorious Beacon of Light Disaster's Avatar
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    Re: Engine Work

    ooh...i didnt know you could do that..thanks tweek..if i could i would + rep you

    awesome i can lol
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  6. #16

    Re: Engine Work

    Quote Originally Posted by Tweek View Post
    it's not like any of this is new. it's just that sunny is the one that applied it all at massive amounts to make it noticable

    it's all standard HEK stuff, and none of it involves much more than ticking a few boxes and compiling a few things, for those who don't know.
    True! Except for certain things, which is applying what the HEK can do, in a way that it wasn't meant to do. But it's all compatibility. Lens Bloom, for example, wasn't developed into the game, but can work with the scenery/marker trick.
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  7. #17
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Engine Work

    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.
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  8. #18

    Re: Engine Work

    Quote Originally Posted by p0lar_bear View Post
    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

    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.
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  9. #19
    Senior Member Patrickssj6's Avatar
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    Re: Engine Work

    If we only would have the source code...100 lines of code and fake bloom is a thing of the past.

    Also, nice. ^^
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  10. #20

    Re: Engine Work

    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.
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