Halo 2 Photography
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
On ascension and that second map, does the rock surface have collision?
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
Re: Halo 2 Photography
How much collision does the terrain have? Is it just the flat area, or is there something else you're using to substitute the hills?
******snaked
******snaked
-
- Posts: 710
- Joined: Thu Jan 03, 2008 5:29 pm
Re: Halo 2 Photography
Its a toybox style collision for the first and a wave for the cliff.
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Halo 2 Photography
So you can't walk on the hills?
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
The first was his onyx map.
Hey Demonic will this map ever be finished?

Hey Demonic will this map ever be finished?

- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Halo 2 Photography
I believe he abandoned the project because after injecting the required boxes to act as collision, the map would fail to load...Ogrish wrote:The first was his onyx map.
Hey Demonic will this map ever be finished?
http://files.remnantmods.com/demonicsan ... age702.bmp

- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
So why not inject those models into a clean onyx map, that already has the box's for collision.
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
I've been having that same damn problem.Click16 wrote:I believe he abandoned the project because after injecting the required boxes to act as collision, the map would fail to load...Ogrish wrote:The first was his onyx map.
Hey Demonic will this map ever be finished?
http://files.remnantmods.com/demonicsan ... age702.bmp
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Halo 2 Photography
I'm trying to get back into modding, I can help you out if you like...DoorM4n wrote:I've been having that same damn problem.

- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
I just now got onyx blocs in my map so a really great things occurred there. I will let you know if I need some help. I may need help with weapon effects and a high detail map skin. If others would like to take on a role in Tortuga, that would be great! If not, de nada. I can handle most of it or i'll ask a question on the Modding Discussion thread! 

- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
- XZodia
- Staff
- Posts: 2208
- Joined: Sun Dec 09, 2007 2:09 pm
- Location: UK
- Contact:
Re: Halo 2 Photography
I forsee a debug minecraft mod...
- Click16
- Posts: 1941
- Joined: Mon Dec 31, 2007 4:36 am
- Location: United States
Re: Halo 2 Photography
I don't really know where I'm going to go with this. I might actually make some neat stuff, but I'm not sure if I really want to finish. I pretty much wanted to put a block into halo.

-
- Posts: 1974
- Joined: Sun Jan 27, 2008 4:50 am
Re: Halo 2 Photography
Make a mining map. Have each ore drop a certain weapon and/or have it shoot the ore's color ammo. The more you mine the more ammo and weapons you get.
I think you can make an itmc spawn a random block so ore doesn't spawn the same each round.
I think you can make an itmc spawn a random block so ore doesn't spawn the same each round.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich 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.
A cat was licking itself to the sound of potato chips.
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: Halo 2 Photography
Walking along 200 MACHs (spaced at 0.5f X-Position apart):

Viewing half of the 200 MACHS and 200 jumppads stacked on top of each other (0.5f Z-Position spacing apart) (VERTICAL GREEN GLOW):

Yes Virginia, there is a Santa Claus...

Viewing half of the 200 MACHS and 200 jumppads stacked on top of each other (0.5f Z-Position spacing apart) (VERTICAL GREEN GLOW):

Yes Virginia, there is a Santa Claus...
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
That's SO incredible! Did you manually space them apart at a 0.5 or did you use an app?troymac1ure wrote:Walking along 200 MACHs (spaced at 0.5f X-Position apart):
Viewing half of the 200 MACHS and 200 jumppads stacked on top of each other (0.5f Z-Position spacing apart) (VERTICAL GREEN GLOW):
Yes Virginia, there is a Santa Claus...
- troymac1ure
- Keeper of Entity
- Posts: 1282
- Joined: Sat Aug 09, 2008 4:16 am
- Location: British Columbia, Canada, eh
- Contact:
Re: Halo 2 Photography
Temporarily modified Entity's "Copy to All Reflexives" code to add 0.5f to the X-Position on the Arms & 0.5f to the Z-Position on the jumppad. I wasn't about to manually do them all 

-
- Posts: 710
- Joined: Thu Jan 03, 2008 5:29 pm
Re: Halo 2 Photography

purple shadows, for the warm mood

- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
hahaha, now that makes a lot of sense, hah.troymac1ure wrote:Temporarily modified Entity's "Copy to All Reflexives" code to add 0.5f to the X-Position on the Arms & 0.5f to the Z-Position on the jumppad. I wasn't about to manually do them all
Dang dark, that looks awesome! I may try to get your shadow method on some of my models.
-
- Posts: 710
- Joined: Thu Jan 03, 2008 5:29 pm
Re: Halo 2 Photography
That's realtime shadows.DoorM4n wrote:hahaha, now that makes a lot of sense, hah.troymac1ure wrote:Temporarily modified Entity's "Copy to All Reflexives" code to add 0.5f to the X-Position on the Arms & 0.5f to the Z-Position on the jumppad. I wasn't about to manually do them all
Dang dark, that looks awesome! I may try to get your shadow method on some of my models.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Halo 2 Photography
looking good, what did you use for the lighting?
- Gary
- Posts: 1946
- Joined: Thu Feb 14, 2008 10:17 pm
- Location: USA, FL
- Contact:
Re: Halo 2 Photography
It's a real time shadow casting light, loads shadow information into a depth texture storied in VRAM(Shadowmapping). Suffers from bleeding and ghosting due to the limits on memory and bandwidth.
This is [ligh] tag used for the hanging lights in Zanzibar.

Un-check "No Shadows" and make sure it's projective. It's rare to see any game with realtime shadowmapped point lights even now a days.
Some notes:
Smaller FOV, sharper and more accurate shadows.
Objects closer to the light will cast nicer shadows then objects farther from the light.
This is [ligh] tag used for the hanging lights in Zanzibar.

Un-check "No Shadows" and make sure it's projective. It's rare to see any game with realtime shadowmapped point lights even now a days.
Some notes:
Smaller FOV, sharper and more accurate shadows.
Objects closer to the light will cast nicer shadows then objects farther from the light.
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
Re: Halo 2 Photography
Dark, can you post a picture of your custom model shader tag's dependencies so I know how to make my custom models as beautiful as yours. I'm on the verge of posting pics of my map but I cant get my models to be so brightly lit and as perfect as yours. Your help is much appreciated. I will give you credit in my map, also. It is that imperative to me.