Halo Photography

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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GametagAeonFlux




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Post by GametagAeonFlux »

The "trashalo" pic is cool...are those the exploding barrels?
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Munsie




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Post by Munsie »

GametagAeonFlux wrote:The "trashalo" pic is cool...are those the exploding barrels?
Yep, from Colossus.

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Kewl-Aid





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Post by Kewl-Aid »

These are some of the skins that my friend made

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GametagAeonFlux




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Post by GametagAeonFlux »

Adding red to a skin =/= cool.

It looks weird...although maybe the Elite's eyes glowing could be good if you implemented it correctly.
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Post by StalkingGrunt911 »

Your friend likes red... :wink:
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Post by Kewl-Aid »

GametagAeonFlux wrote:Adding red to a skin =/= cool.

It looks weird...although maybe the Elite's eyes glowing could be good if you implemented it correctly.
I think this one looks really kewl, and I might just use it in a mod im working on. (Not the coagulation one!)

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http://img222.imageshack.us/img222/8013/pix5zg1.png
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Snipermods127





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Post by Snipermods127 »

OMG that is the shiznit lol
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If there's anyone out there willing to teach me to PMI, AI, and skin PM me because i've gotten started in all three but can't figure out how to get it to work 100%
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Post by ScottyGEE »

Early Banshee WIP for faisal...
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Still got quite a bit to go...Sounds, skins, bumps, impact effects and other things but this may be just the gist of its weapons...
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Technically its only me animating though ;)
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Post by Kewl-Aid »

very nice! ... And how did you move the beams to where the boost comes from?
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Post by slayer410 »

@ Kewl-Aid -

The elite with a little touching up would look pretty badass. Now on the others, looks like something that's been spray-painted.
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Post by uncutshadow »

the red eyes on the elite are sick. but i dont like the br skin. the shotty skin is kool
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Post by Hawaiian Modder »

Scotty that looks hawt as heyll.
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neodos
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Post by neodos »

Missing around with stem's :roll:

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Looks like Cellshading :P
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Post by Kewl-Aid »

I love that first picture - how did you do that?
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Post by LostWithin »

He said "Messing around with stem's" :roll:
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Post by StalkingGrunt911 »

That looks cool. I'm going to try messing with the stem's later. :)
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neodos
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Post by neodos »

I was testing, swapping the stem's dependencies to see what happens, that's the way i find cool things, i called that "missing around" :lol: because i read that on various posts on halomods, xD i learn some expressions on english forums, is it right "missing around" = testing ?
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Post by Kewl-Aid »

neodos wrote:"messing around" = testing ?
Yea, messing around is right. However, I still do not know what stems are. :?
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Post by neodos »

"stem" is a halo 2 tag, all the shaders have one dependency of a stem tag, that tag "mix" the shader bitmaps wich make a material.

And the stem's dependencies are "spas" tags, and the spas dependencies are vrtx tags :lol:

So i swapped the stem(tex_bump_env_four_color_change) depenencies used by the masterchief shader and see what happen :mrgreen:

I was trying to get the level of detail like on FP model, i know that the FP view(the shader of the masterchief fp view) shader use a different stem then the 3rd person view of the masterchief shader.

Comparing the difference of detail between FP view and 3rd view we can see that FP view have a better level of detail it looks less "pixelised" on fp view.
I know that fp view has a bitmap for the masterchief's arm and bump too, this doesn't make it more detailled because the fp view arm bitmaps are of 256x256 pixels and the masterchief armor bitmap is of 512x512 pixels.

So i duplicated the FP view arm shader of the masterchief and swapped the bitmaps to those of the armor, but nothing, it's always the same level of detail, so i guess the level of detail is only enabled on FP view and maybe ponly with those special fp shaders.

If i get a level of detail on the masterchief on 3rd person like on fp view that would be kick ass :shock:
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Post by trepdimeflou »

The STEM (shader template) tag is used for defining how the engine interprets the shader passes. It decides the chunk placement of SHAD (shader) tags and what shader passes come in what order.

SHAD = Shader
STEM = Shader Template
SPAS = Shader Pass
VRTX = Vertex Shader
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