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Thread: We're back! CMT Returns!

  1. #141
    Gar TVTyrant's Avatar
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    Re: We're back! CMT Returns!

    I dig the sniper reticle btw.
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  2. #142

    Re: We're back! CMT Returns!

    Well, what you just posted looks a lot better than the first one. I can live with it as long as there's no unnecessary fucking hexagons.
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  3. #143
    Amit's Avatar
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    Re: We're back! CMT Returns!

    Make it less chunky vertically, and you're good. And it's good to see the HP bars again.
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  4. #144
    Senior Member MXC's Avatar
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    Re: We're back! CMT Returns!

    Not to throw up anything, but out of curiosity, who does Dano work for now?
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  5. #145
    El Durado :/
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    Re: We're back! CMT Returns!

    Quote Originally Posted by MXC View Post
    Not to throw up anything, but out of curiosity, who does Dano work for now?
    himself. he works for whatever he wants.
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  6. #146
    Senior Member MXC's Avatar
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    Re: We're back! CMT Returns!

    Quote Originally Posted by supersniper View Post
    himself. he works for whatever he wants.

    Is there any place I can view his work outside of Halo? Google isn't really showing anything for "Dano".
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  7. #147
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: We're back! CMT Returns!

    Someone fill me in, ive been gone for a while and i come back and i'm seeing normals on weapons/bipeds/scenery etc. Can anyone with OS do this now? And is there any advancments on bump maps for BSPs? I know we could use bump maps for reflective objects and by using the flashlight, but what about terrain bumps?
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  8. #148

    Re: We're back! CMT Returns!

    All OS features being used by the cmt mod will be available in the next release of OS, however the source is available on google code. OS not only does normal maps on shader_models, but also implements a phong shading system, allowing for visuals unlike anything you've ever seen in Halo 1. Firescythe is the wizard behind the shader extensions.

    Examples:
    Click image for larger version. 

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    Click image for larger version. 

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    Credit to Bungie for the models/bitmaps and Firescythe/kornman for the OS extensions.
    NOTE: These images in do not depict any models/bitmaps/tags that will be in the cmt mod, it is merely an example of the new shader extensions and what they are capable of.
    Last edited by Choking Victim; October 5th, 2011 at 10:19 PM.
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  9. #149
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: We're back! CMT Returns!

    Wow, looks incredible, I havent ever messed with OS before but will it be easy to install and use these features?
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  10. #150

    Re: We're back! CMT Returns!

    At the moment OS uses an installer to install the necessary dll's and new HEK tools. I'm not sure, but I assume the cmt mod will be packaged with this installer for using OpenSauce with the mod. As for using the shader extensions in your own tags, it's as easy as editing the shader_model tags new "shader model extension" block with OS_guerilla and compiling your map using the new build-cache-file-ex command in OS_tool.
    Last edited by Choking Victim; October 5th, 2011 at 10:34 PM.
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