Halo D3D9.dll problem!

Discuss general issues about modding HaloPC. Post ideas for mods here.
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DeadHamster




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Post by DeadHamster »

soooo....pictures maybe?
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Post by alfaalex101 »

Ok..I made a video but its resolution was too low so here we go! ENJOY! =)


HALO PC WITH BLOOM


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And if you guys want..a low resolution video I made..you can't really see the detail/bloom because the quality is fairly low but hopefully you can make something out of it

http://video.google.ca/videoplay?docid= ... 7&hl=en-CA

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Post by fritz_da_monkey »

:shock: Amazing! What other stuff is theoretically possible with this? Is there any way to make bump mapping possible on non-static models by using a d3d9 mod?

Also, if you need someone to beta test or if there is anything I can do to help, just let me know.
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Post by alfaalex101 »

Yes its possible but I can't insert bump maps or any extra textures into Halo. Only modify. Maybe there is a way in CE but no way in Trial. From what I know you just put in a bump map with the target textures name example..grunt01 or something then afterwards just leave a space and type in bumpmap or something. If the engine sees that then it will assign a bump map to the given texture I think. But anyways hopefully more effects will come along. Right now I'm trying to find a way to make blood gulches sand not so..glowy.

Oh and as for what is possible? Oh you'd be surprised..but right now I'm trying to get everything in a .dll if possible so I don't have to have people carrying a clunky program everywhere. There are other effects I've added onto bloom but they made my computer go to like 4fps on Halo with them enabled. Hopefully some new ideas can be put in..hopefully. Not saying what..but maybe sometime in the future (if ever).

When I'm done tweaking bloom which will take some while I'm going to try incorporating it with my mod which adds more effects but keeps gameplay the same (unless your hosting a server with my mod).
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Post by fritz_da_monkey »

I thought that bumpmaps could only be used on things that have an environment shader.
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Post by Pepsi »

so is this a third party program doing this effect for you? i know theres a few programs that will tweek the outlook of shader 2.0 and can manipulate DX9, thats nothing new,.. im just wondering if this is something your actually scripting yourself or having a program make for you?

nice pics but the vid was very low on seeing the actual bloom thoe.
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Post by alfaalex101 »

Nah I wish it were my program but I'm talking with developer and I'm giving him new ideas and fixing stuff though. I'm still trying to get the .dll to work but for now I got another application to do this. (hey if I never spent days scouring the internet and asking for answers we wouldn't have gotten here by now)
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Post by alfaalex101 »

fritz_da_monkey wrote:I thought that bumpmaps could only be used on things that have an environment shader.
I doubt it.
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Post by DeadHamster »

That looks amazing. Right now Im just thinking of pepsi's redux with this bloom, it's a very nice thought.
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Post by Pepsi »

yeah, i thought of that too.

is there anyway you would let me beta this bloom on redux to provide some screens for people? i also make vids in vegas and can do a demo of the blooms capability's.

hit me with a pm here if your intrested or contact me via xfire: foolishlunitik
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Post by fritz_da_monkey »

alfaalex101 wrote:Nah I wish it were my program but I'm talking with developer and I'm giving him new ideas and fixing stuff though. I'm still trying to get the .dll to work but for now I got another application to do this. (hey if I never spent days scouring the internet and asking for answers we wouldn't have gotten here by now)
I found this the other day and thought that it might be of some help.

http://hcl.wcrevival.de/exe_dll/dll_patches.txt
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Post by shadowkhas »

alfaalex101 wrote:
fritz_da_monkey wrote:I thought that bumpmaps could only be used on things that have an environment shader.
I doubt it.
Try it for yourself. If you add a detail map to an object with an environment shader, it'll look decent, and light will interact with it, giving you the illusion of depth. Now put a detail map on, say, an assault rifle, and it looks horrid, because it's only overlaying the detail map as a texture.
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Post by alfaalex101 »

Right now I'm thinking of depth of field. When depth of field is put into Halo, the program only focuses on whats near you. What if you wanted to focus on something in the distance? Developing some code that could guess where you would want to focus on would be really hard. Thats what I'm thinking of right now...

(having separate buttons for focusing in or out would be weird..but doable.)
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Post by shadowkhas »

alfaalex101 wrote:Right now I'm thinking of depth of field. When depth of field is put into Halo, the program only focuses on whats near you. What if you wanted to focus on something in the distance? Developing some code that could guess where you would want to focus on would be really hard. Thats what I'm thinking of right now...

(having separate buttons for focusing in or out would be weird..but doable.)
Depth of field in a FPS game, at any point in time except for the cutscenes...would be horrible.
I play thinking like a sniper, and I look at every part of my screen nearly equally when I'm not actively trying to take someone out. Depth of field would make it horrible.

Better things to try to do would be stuff like bloom, HDR lighting, and other goodies like that.
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