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WIP: Halo Legendary mod [56K warning]
Posted: Mon Jun 19, 2006 9:18 am
by wilson
This is a simple mod for all of the Halo PC single player maps. I know PC modding is for n00bs, but the stuff I'm doing is simple and can be done with the third party programs and I don't need to convert the maps to CE.
Anyways, the main features of the mod are new shaders, which vary per map to match the look of the map, new particle effects (muzzle flashes, explosions and sparks), lights, lens flares, smarter marines and meaner enemies.
There is a video of 2 maps, but it's from a while ago and the AR shaders and marine AI is a little bit different.
The old video is here:
http://files.halomods.com/viewtopic.php?t=52975
Here are some pictures (they are animated gifs, so they may take a while to load and are a bit grainy looking):
destructable engineers!
sweat on marine faces

Posted: Mon Jun 19, 2006 10:26 am
by benman08
At first I thought his visor was using realtime reflections. It looks neat. And with the marines faces sweating, i dont really see it. The shader looks real good, it makes the water seem some what realistic. I also liked the new weapon sounds. But in the vid, i noticed how the elites were moving really slow, why is that?
Posted: Mon Jun 19, 2006 10:32 am
by SilentKnight064
You don't see the sweaty faces? I think it looks really neat, and good job on that water shader.
Oh and btw, I like the look of the AR with that multipurpose you made. Shiny

Posted: Mon Jun 19, 2006 10:51 am
by In Nomine Dole
benman08 wrote:At first I thought his visor was using realtime reflections.
I don't understand why the visor can't have real-time reflection.
If the ice in the AotCR BSP can, can't that property be applied to the visor?
'Tis it is that cubemaps they get old after a while.
Posted: Mon Jun 19, 2006 10:53 am
by Veegie[Temp]
In Nomine Dole wrote:benman08 wrote:At first I thought his visor was using realtime reflections.
I don't understand why the visor can't have real-time reflection.
If the ice in the AotCR BSP can, can't that property be applied to the visor?
'Tis it is that cubemaps they get old after a while.
Because real time reflections cannot be put onto .gbxmodels
And the ice in AOTCR does not have real time reflections, so they've obviously fooled you. I don't know how they can be getting old, that being the case.
Posted: Mon Jun 19, 2006 11:06 am
by In Nomine Dole
Not the ice, I mean when you enter the Control Room and look down at the floor, you see yourself running.
And the ice in Hypothermia has partial reflection, because when I walk over it or drive something over it, it becomes visible in the ice, and occasionally disappears in certain positions/angles.
Posted: Mon Jun 19, 2006 11:08 am
by Veegie[Temp]
In Nomine Dole wrote:Not the ice, I mean when you enter the Control Room and look down at the floor, you see yourself running.
That is glass...
You have must have a very rare comprehension disorder.
In Nomine Dole wrote:And the ice in Hypothermia has partial reflection, because when I walk over it or drive something over it, it becomes visible in the ice, and occasionally disappears in certain positions/angles.
Point being? All of your examples are BSP, not .gbxmodels.
Posted: Mon Jun 19, 2006 11:13 am
by In Nomine Dole
Gotcha.
Posted: Mon Jun 19, 2006 12:26 pm
by wilson
Sorry, I forgot to mention that the part where everyone went slow, it was because of the double speed pickup. It's basically the same as the slow motion in FEAR. And no, it isn't possible to make real time reflections on models. You can do it on BSPs, like in the control room if you look down you can see yourself, but you cannot do it on model shaders.
Posted: Mon Jun 19, 2006 2:42 pm
by Amit
this looks sick only bcuz of the shaders and cubemaping
i really like how u switched to cubemaps on the pelican windshield from the spartan helmet. can u tell me how to switch the cubemaps on the vehicles cause i forget how to and i wanna make my mc different colours
Posted: Mon Jun 19, 2006 2:46 pm
by wilson
Amit wrote:this looks sick only bcuz of the shaders and cubemaping
i really like how u switched to cubemaps on the pelican windshield from the spartan helmet. can u tell me how to switch the cubemaps on the vehicles cause i forget how to and i wanna make my mc different colours
Yeah, you use HHT, and find the shader tags, such as [soso] and [sgla] etc, and swap the cubemaps with other cubemaps. I made the pelican glass that way because it would be difficult for foehammer to see anything at all, because the pelican is constantly under plasma fire, and having a windshield would probably make it easier to see.
Posted: Mon Jun 19, 2006 3:12 pm
by M4573R51337
Awsome water. Do you mind sharing what you changed to make it like that?
Posted: Mon Jun 19, 2006 4:14 pm
by wilson
M4573R51337 wrote:Awsome water. Do you mind sharing what you changed to make it like that?
You probably already know this, since you are the founder of CMT, but I'll tell you anyways. I got rid of the fog by using one of phenomena's fog plugin, (I think I set the density to a smaller number or something), and then I used phenom's [swat] water shader plugin to edit the water, and I set the parallel and perpendicular brightness to 0.6 and the green and blue values to 0.8, and red to 0.
I'm trying to find a way so the water stays at the same darkess, but the cubemap to be brighter. Also, is there a way to make lens flares or make the water project light? I want to make it look like the water is reflecting the sun light. Also, does anybody have a good light machine gun or SAW model for the sniper rifle?
EDIT: Did anybody notice that the AR's display has a glassy cubemap to it? It's hard to notice, but in game it looks nice. It's not in the video, but you can sort of see it in the grainy gifs. I'll try to upload a video later.
Posted: Mon Jun 19, 2006 4:45 pm
by M4573R51337
ah thanks for sharing, we have a new water shader, looks no where near as nice as yours. I'll be sure to give you credit when we release for the new water shader. As for your idea with the light refecting off the water, I'm sure that a similar effect could be done editing the cubemap. I'll let ya know if I find anything that could help you.
Posted: Mon Jun 19, 2006 4:52 pm
by wilson
M4573R51337 wrote:ah thanks for sharing, we have a new water shader, looks no where near as nice as yours. I'll be sure to give you credit when we release for the new water shader. As for your idea with the light refecting off the water, I'm sure that a similar effect could be done editing the cubemap. I'll let ya know if I find anything that could help you.
I like the water you have in your work in progress section though. Looks very realistic. Mine looks nice, but it looks like the video edited water that they use in those cruise ship commercials.
I've tried editing the cubemap, sometimes it injects improperly, but when it injects properly, it looks a lot plainer because the colours seem to merge together when I brighten up the cubemap too much.
Posted: Mon Jun 19, 2006 4:54 pm
by M4573R51337
I dont think HMT can inject cubemaps. If you want, tomaorw when I am free, I could compile your cubemap into a halopc map, where you could extract the meta.
Posted: Mon Jun 19, 2006 5:01 pm
by wilson
M4573R51337 wrote:I dont think HMT can inject cubemaps. If you want, tomaorw when I am free, I could compile your cubemap into a halopc map, where you could extract the meta.
No, it's okay. I don't want to use up your time and I don't want to have any ripped content in my mod.
Posted: Mon Jun 19, 2006 5:11 pm
by Veegie[Temp]
Ha, Masters has all custom content. Nothing ripped.
Posted: Mon Jun 19, 2006 5:34 pm
by wilson
Veegie wrote:Ha, Masters has all custom content. Nothing ripped.
Oh, it's not from CE? It doesn't matter anyways, I just found out you can brighten the cubemap by changing one of the brightness things in the shaders.
Posted: Mon Jun 19, 2006 6:01 pm
by V0Lt4Ge
wilson wrote:Veegie wrote:Ha, Masters has all custom content. Nothing ripped.
Oh, it's not from CE? It doesn't matter anyways, I just found out you can brighten the cubemap by changing one of the brightness things in the shaders.
He means that all of the models and textures aren't from another game. They made them from scratch.