Re: Halo 2: The Pit
Posted: Sun Jun 28, 2009 3:54 am
As extremely true as that is, it is a bit irrelevant.
Not as pointless as your post, because I DID SAY 'not trying to derail'.Gjsdeath wrote:As extremely true as that is, it is a bit irrelevant.
That was addressed in the blog . As for Zteam's animation extractor, they kept it private because the public couldn't be trusted with it. The last thing H:CE needed was a ton of H2 remakes using ripped models and animations. The only part that they shouldn't have done was tell everyone about it and expect them to not complain.activebomber wrote:but I noticed penguins doing something similar on modacity for HCE. He appears to have Z-team assisting him, or at the least, Cntrl-Alt-Dstry.
Do you mean your blog or does Penguin have a blog for his map too?NotZachary82 wrote:That was addressed in the blog .
Neodos, I assume you haven't read the post but quickly glanced at the texture? I'm quite aware of that since you've already mentioned it . I said that those bevels actually aren't even there. I added them because it's rather difficult to tell what the texture is even for . Please reread my post.neodos wrote:Again don't put highlights or shadows on your textures, the diffuse map doesn't give light information but just color information.
I'm not sure as to why you would post this. I'm sure it's because you believe I don't know how materials work. I do. Diffuse is posted, normal map is done, specular is done. Thanks for concern, though.neodos wrote:Here's my example, for the specular i have desaturated and adjusted levels, reduced a bit the black bevel too.
For the bumpmap i had 2 layers one of the texture to make the normal map and one of the bevel(the dark lines) then blended both with an overlay mode; I generated this normal map with the Nvidia plugins for photoshop, but then doing some redering test of the texture on a cube i figured out it wasn't a good idea to have the texte bumpmap, its better to just have the bevel lines as bumpmap, the specular map will do the job to give more "detail" on the texture.
diffuse
specular
bump
But it looks cooler.NotZachary82 wrote:No it's not. The base isn't even UV'd in that pic.
Good job.
This is incorrect. It is broken into pieces because of collision. See, halo uses a BSP tree for collision. A BSP tree is formed by taking one solid mesh, finding a middle point, and using this middle point to devide the mesh into two nodes. Node A, and node B. You then take node A, and apply the same process. You now have Node A, with child nodes: C and D, as well as node B. The process is applied many times until you have many smaller nodes. You then form a bounding box that is normally only a vert above each node's mesh. You take all the bounding boxes and save them some where. This is used for collision detection. So instead of checking the entire mesh for collision, you simple check the node that is relative to the player's position, and moving objects.DemonicSandwich wrote:Not really true. The meshes are still broken apart just for the purpose of assigning shaders. The sbsp meshes only look like one solid object while they actually have several hundred submeshes.
Though they do model it as one object to begin with, they'll just break it apart to prepare for shader assignment.
hmm... although what you say is correct, someone not understanding BSP trees at all may look at our example and see that one mesh is not broken into A & B, but te whole mesh A is broken into sub-parts B & C.Grimdoomer wrote: This is incorrect. It is broken into pieces because of collision. See, halo uses a BSP tree for collision. A BSP tree is formed by taking one solid mesh, finding a middle point, and using this middle point to devide the mesh into two nodes. Node A, and node B. You then take node A, and apply the same process. You now have Node A, with child nodes: C and D, as well as node B. The process is applied many times until you have many smaller nodes. You then form a bounding box that is normally only a vert above each node's mesh. You take all the bounding boxes and save them some where. This is used for collision detection. So instead of checking the entire mesh for collision, you simple check the node that is relative to the player's position, and moving objects.
Not entirely true. The revamped !blam engine used in Halo 2 development, added the ability to create objects that are part of the bsp, but didn't have to be sealed, or "stiched" to the world. That is instanced geometry. Although I am not sure how the collision detection system for instanced geometry is used. It may be handled the same way. Also, even if we do uncover custom bsp usage, without the developers tools, how would we be able to take advantage of instanced geometry as well as static objects, and invisible objects that are used during lightmapping, to make certain areas naturally darker, without lightmap tag editing? Dont get me wrong, I wouldn't mind playing your pit map, but I can't see how advanced the custom maps would be if we are only limited to actual "sealed" geometry. Thats part of the reason I am considering continuing my map modding into H2Vista. At this point, I would be more satisfied with releasing new playrounds, not animations and such.NotZachary82 wrote:Let me explain to you all why the model I have previously been working with must be cast aside. Let's just say it's my fault, and the way BSPs are designed. Halo geometry must follow a rule known as "the sealed rules of Halo", where the whole mesh must be connected together, creating a single element. One element only, not over a hundred that my previous model had . The model is then broken up into shader groups, etc. etc.
Instance Geometry just tells the game to Draw Chunk # x, at position y, with rotation z. The collision for that chunk is found in the bsp tree.Twinreaper wrote:Not entirely true. The revamped !blam engine used in Halo 2 development, added the ability to create objects that are part of the bsp, but didn't have to be sealed, or "stiched" to the world. That is instanced geometry. Although I am not sure how the collision detection system for instanced geometry is used. It may be handled the same way. Also, even if we do uncover custom bsp usage, without the developers tools, how would we be able to take advantage of instanced geometry as well as static objects, and invisible objects that are used during lightmapping, to make certain areas naturally darker, without lightmap tag editing? Dont get me wrong, I wouldn't mind playing your pit map, but I can't see how advanced the custom maps would be if we are only limited to actual "sealed" geometry. Thats part of the reason I am considering continuing my map modding into H2Vista. At this point, I would be more satisfied with releasing new playrounds, not animations and such.NotZachary82 wrote:Let me explain to you all why the model I have previously been working with must be cast aside. Let's just say it's my fault, and the way BSPs are designed. Halo geometry must follow a rule known as "the sealed rules of Halo", where the whole mesh must be connected together, creating a single element. One element only, not over a hundred that my previous model had . The model is then broken up into shader groups, etc. etc.