Halo 2 Photography

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Click16
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Re: Halo Photography

Post by Click16 »

NotZachary82 wrote:
Click16 wrote:Thanks :mrgreen:
Jesus Christ. Dark is right.

You're a fucking moron.
Ever heard of SARCASM!
Last edited by Click16 on Wed Jun 10, 2009 3:18 am, edited 2 times in total.
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Eaton
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Re: Halo Photography

Post by Eaton »

How about you all cut the language and stop arguing. :roll:

DS: Lol. :lol:
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

LOL TO THE MAX.
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Click16
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Re: Halo Photography

Post by Click16 »

Enough Zach, I'm done arguing. I lowered myself to a level which I wish I was never at. Sorry.
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Aumaan Anubis
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Re: Halo Photography

Post by Aumaan Anubis »

SRS BUZINESS ALL UP IN HERE.
xxpenguinxx
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Re: Halo Photography

Post by xxpenguinxx »

Click I like your compass/pointing thing on your gun.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
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Click16
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Re: Halo Photography

Post by Click16 »

xxpenguinxx wrote:Click I like your compass/pointing thing on your gun.
Thanks.
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Click16
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Re: Halo Photography

Post by Click16 »

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Eh... WTF!?
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xxpenguinxx
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Re: Halo Photography

Post by xxpenguinxx »

Bad injection? Forgot to null the LODs? Maybe just a random error?

Hopefully tonight I can help you with some testing.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh baby
A cat was licking itself to the sound of potato chips.
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Click16
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Re: Halo Photography

Post by Click16 »

I found something that I have never seen in halo 2 accidentally. I injected a model over the fp_elite_legs (I needed 4 model chunks), linked the markers and nodes from the fp battle rifle. I got this result when I reloaded:
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Ignore the crappiness of my model, I injected with Entity UE 1.6
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

1) Why are you injecting over really odd tags when you when just clone the Part chunk and LOD chunk and have extra parts to inject into right there?

2) Why are you injecting with E 1.6 when there is a PMI available?
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Click16
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Re: Halo Photography

Post by Click16 »

DemonicSandwich wrote:1) Why are you injecting over really odd tags when you when just clone the Part chunk and LOD chunk and have extra parts to inject into right there?

2) Why are you injecting with E 1.6 when there is a PMI available?
Answer 1: When ever I clone "parts" the model always breaks my map.

Answer 2: I was using the separate shaders method you used for your 3rd ammo counter.

I ended up with this:

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I will fix those holes in a bit... How did they get there? :hmm:
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

Click16 wrote:
DemonicSandwich wrote:1) Why are you injecting over really odd tags when you when just clone the Part chunk and LOD chunk and have extra parts to inject into right there?

2) Why are you injecting with E 1.6 when there is a PMI available?
Answer 1: When ever I clone "parts" the model always breaks my map.

Answer 2: I was using the separate shaders method you used for your 3rd ammo counter.
1) That's probably because you do it to original tags.

2) Hahahaha, no you didn't. The method I used (on the AR a page back) isn't even possible with current model injectors.
But the other things I did to the tag meta would help you achieve your goal with the Entity PMI.

What you can do is duplicate the battle_rifle_fp tag.
Then copy a Part chunk(preferably chunk 0) and LOD chunk from the original br first person and paste those chunks into the duplicated battle_rifle_fp tag.
(Repeat for every additional shader you need.)

With those new chunks, inject objects that need different shaders into their own Part chunk.
And assign the different shader Indexes with the info you were given a short time back.
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Click16
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Re: Halo Photography

Post by Click16 »

DemonicSandwich wrote:
2) Hahahaha, no you didn't. The method I used (on the AR a page back) isn't even possible with current model injectors.
I was talking about when you made that gun that had 200 bullets, it had the 3rd ammo counter
But the other things I did to the tag meta would help you achieve your goal with the Entity PMI.

What you can do is duplicate the battle_rifle_fp tag.
Then copy a Part chunk(preferably chunk 0) and LOD chunk from the original br first person and paste those chunks into the duplicated battle_rifle_fp tag.
LOD?
(Repeat for every additional shader you need.)

With those new chunks, inject objects that need different shaders into their own Part chunk.
And assign the different shader Indexes with the info you were given a short time back.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

Click16 wrote:I was talking about when you made that gun that had 200 bullets, it had the 3rd ammo counter
Oh. That one was simple really.

I saved the gun over Part 1 and the three numbers over Part 0
Injected the model with normal Entity and again with Entity PMI.

I injected with normal Entity first so that I can have the three ammo counters. Since the tangents were not going to be used, it would not need to be PMI. I used hex to change the shader indexes after a long conversation with Jackson made me realize where the submesh info(and the three indexes) was at.

I injected with Entity PMI(even this was before the new PMI) to have the sexy PMI goodness on the gun(Part 1), of course the ammo counters were fucked into a single submesh.

So I then copied the working ammo counters(Part 0) from the Entity model and overwriten the ammo counters in the Entity PMI model.

Then I duplicated and edited the "tens" shader. The function is set to use 10 submaps(0,0,32,65) and I changed it to use only the numbers zero, one and two.(0,0,0,64) and the "primary_ammunition" stringID.
Click16 wrote:LOD?
The LOD reflexive. You add another chunk and set the LOD values to reference the new model Part chunk.

If you want help, make a topic since this one is for WIP photos.
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DarkShallFall
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Re: Halo Photography

Post by DarkShallFall »

Owned.
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Click16
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Re: Halo Photography

Post by Click16 »

My Halo Assault Rifle. Extracted from Halo 1, Fixed by me, Small tweaks by me.

Ammo counter as well as the compass work correctly.

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Aside from the shaders, this gun has a removable clip as well.

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Tell me what you think.

Also one of the things I noticed, It needs that little bullet with the "X" at the bottom. I think i need a shader for that because i tried putting it on the bitmap, that failed.
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

The numbers seem really stretched out, and off-centered :|.
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Click16
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Re: Halo Photography

Post by Click16 »

Im fixing that now
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Jzimmer09
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Re: Halo Photography

Post by Jzimmer09 »

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What do you guys think?
Just a little something I've been working on, I also did the Alpha map but was too lazy to upload it. :P
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NotZachary82
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Re: Halo Photography

Post by NotZachary82 »

How does that look in-game? I see a few parts that are a bit crooked in the new skin.

But good job nonetheless.
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DemonicSandwich
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Re: Halo Photography

Post by DemonicSandwich »

DemonicSandwich wrote:
Doom wrote:;_;
Why does my MA5C look like an inflatable? It's almost as if I could hug it.
-Doom
Fear not Doom, you're model will see justice. Because when I do redo the smoothing, I shall do it by hand. :¬_¬: < srs face.
Court is now in session.

There is still a section or two of mesh that needs to be smoothed(silver part under green button) and some smoothing errors need to be buffed clean.
(click for larger sizes)
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Are you shitting bricks yet?
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JacksonCougar
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Re: Halo Photography

Post by JacksonCougar »

I like
Jzimmer09
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Re: Halo Photography

Post by Jzimmer09 »

OOoooo
Pretty :)

Is the model really detailed or is that a bump map?
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Click16
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Re: Halo Photography

Post by Click16 »

Whats smoothing? Like I really don't notice it... I may sound stupid for not noticing it but seriously, what is it?
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