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Thread: Engine Work

  1. #31

    Re: Engine Work

    I don't want to stick with the default cubemaps, they're old, and I'm eager to distinguish a few objects from their vanilla versions, if only in the small details. Besides, reflections r kewl, damn commie :v

    And of the linked tutorials, none of the descriptions reference cube maps *halp*
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  2. #32

    Re: Engine Work

    Quote Originally Posted by Botolf View Post
    Do you think you could put out a basic cube map tutorial first? I've searched all over the place for one, but I haven't even come close to anything useful
    No problem! I believe it is the most underrated aspect of the whole engine.
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  3. #33

    Re: Engine Work

    This would be very much appreciated. Thanks in advance
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  4. #34

    Re: Engine Work

    I still have yet to release any tutorials (as I am still playing around myself), but it's coming close!

    I've tweaked Radiosity and Dynamic Lights enough to establish a high radiosity step-count (100 rather than the set 30), with minimal light power and dynamic lights with a balanced power to achieve proper light that works on multipurpose/specular maps WHILE bumping the good old bump maps.


    This isn't all dynamic.


    Yummy Shadows?

    Now, what's great about a high step count in Halo is that scenery objects also have shadows that are smoother and appeal better.





    And, for the future "High FPS loss comments"

    I get 40-150 FPS on this map on an 8500GT 256MB with 1 GB of Ram, AMD Athlon 64 3000+ 1.8 GHZ. The 150 was when I looked at a teleporter with dynamic lights around it and static radiosity lights as well with a shader that had a cubemap, a bump map, and a few lens flares.

    My system is crap. Many games run poorly. Except I get high FPS on this map, because it's portaled well now. (Although the whole concept of Engine Work is not towards this map, it's a simple test for now, and anyone can add portals to a well-designed map).

    The shaders and lighting do not do that much damage. It is MUCH less than Church. This plays significantly better than many high-end works.

    This means once information is compiled, I hope to hell it's not abused.

    Using Jahrain's Tool, lightmaps can now be baked as well. I won't be doing that, though, (I love the tool, probably good for future projects, but this whole Engine Work project is for the Halo Engine's Internal Works, not using an external source to achieve higher quality lighting. I want to see what Halo can do itself).
    Last edited by SuperSunny; January 14th, 2008 at 01:00 AM.
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  5. #35
    chilango Con's Avatar
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    Re: Engine Work

    Looks great, the rocky surfaces especially. They really look like they're popping out and have depth. +rep
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  6. #36

    Re: Engine Work

    Quote Originally Posted by Conscars View Post
    Looks great, the rocky surfaces especially. They really look like they're popping out and have depth. +rep
    Thanks! A good bump map can do wonders!
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  7. #37
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    Re: Engine Work

    it's all very dark though.
    i think that some invisible lights troughout the darkest placed providing some slight radiosity light could actually make it look a lot better.
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  8. #38
    Hates Sucky Comp >:( demonmaster3k's Avatar
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    Re: Engine Work

    Quote Originally Posted by SuperSunny View Post
    Using Jahrain's Tool, lightmaps can now be baked as well. I won't be doing that, though, (I love the tool, probably good for future projects, but this whole Engine Work project is for the Halo Engine's Internal Works, not using an external source to achieve higher quality lighting. I want to see what Halo can do itself).
    well, it doesn't have to be an external function. besides using jahrain's tool, max has this function called: "render to texture". essentially, by placing lights in your level, render to texture will paint the texture's with the lights and shadows (or adjust the lightmaps, i haven't done that yet. i don't know the results yet)
    you've only released 1 tut thus far, and that's how to make lense flares a scenery object. can't wait to see the rest though
    and a 256mb 8500? you can pick up a 512mb 8500 for $50-60, as for the amd 64 3000+, can't help u there
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  9. #39

    Re: Engine Work

    Quote Originally Posted by demonmaster3k View Post
    well, it doesn't have to be an external function. besides using jahrain's tool, max has this function called: "render to texture". essentially, by placing lights in your level, render to texture will paint the texture's with the lights and shadows (or adjust the lightmaps, i haven't done that yet. i don't know the results yet)
    you've only released 1 tut thus far, and that's how to make lense flares a scenery object. can't wait to see the rest though
    and a 256mb 8500? you can pick up a 512mb 8500 for $50-60, as for the amd 64 3000+, can't help u there
    That's essentially what the render to texture does, it bakes. It's what is used with the tool, that's not what I'm aiming for.
    For the dark comment, is it really looking dark for you? The level appears well contrasted and visible (at least for me, there are dark parts but they are lit in specific areas now, and everything is visible). Also, this isn't exactly directed for my level, it's for Halo overall.
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  10. #40
    Reach Around? FireDragon04's Avatar
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    Re: Engine Work


    All hail Sunny!

    Great work going on here Sunny, Even though theres comments saying it's to dark...etc, i quite like it. It sets the mood, and Halo has a flashlight if need be. Some of the 'tricks' you've pulled off, i never would have expected to have seen in this engine. I'd love to see you undertake a bigger, outdoorsey, origanal style map and apply some of these tricks to interior and even extior engines. I could see you+others working together and pulling something off like Highground/Standoff (lighting wise) in Halo 3, in this engine.

    Keep it up Sunny
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