1. Post #81
    Civil's Avatar
    December 2009
    3,355 Posts


    If theres any discretion as to what the pr cubemap actually is... it is in fact the above cubemap, "mirror_surface"



    falloff values are in the shader info as well, its just purple and orange.
    I got its cubemap working:



    But I got no idea how to get that other stuff you mention in the vmt.

    The vmt

    Code:
    "VertexLitGeneric"
    {
    	"$basetexture"	"models\Halo\Weapons 2.0\plasma_rifle_diffuse"
    	"$bumpmap"	"models\Halo\Weapons 2.0\plasma_rifle_bump"
    
    	$halflambert 1
    	$nocull 1
    
    	
    	"$envmap"	"models\Halo\Weapons 2.0\mirror_surface"
    	$envmaptint	"[0.2 0.2 0.2]"
    	$Normalmapalphaenvmapmask 1	
    			
    	$detail "models/Halo/Weapons 2.0/plasma_rifle_illum"
    	$detailscale 1
    	$detailblendfactor "3"
    	$detailblendmode 5
    
        $phong 1
    	$phongexponenttexture "models\Halo\HaloSP"
    	$phongboost	15
    	$phongalbedotint 1
    	$phongfresnelranges	"[1.5 0 3.0]"
    
    	$rimlight 1
    	$rimlightexponent 50
    	$rimlightboost 0.05
    }
    Probably looks like shit to anyone with way more knowledge than me.
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  2. Post #82
    who1fe's Avatar
    September 2011
    113 Posts
    (to anyone) Does Source use falloff/cutoff for cubemaps, or fresnel, or both? You just need to get the upper and lower color bounds to be orange and purple, also try increasing the cubemap strength a little, If anyone can help with the colors, It'd be perfect.

    Also, if you want the cubemaps to extract in the source format, DO NOT UPDATE ADJUTANT. Gravemind just released a new update that converts the formats for use in hce, If you already have i still have the version with the source formats that i can upload.

  3. Post #83
    Gold Member
    wraithcat's Avatar
    December 2007
    9,789 Posts
    (to anyone) Does Source use falloff/cutoff for cubemaps, or fresnel, or both? You just need to get the upper and lower color bounds to be orange and purple, also try increasing the cubemap strength a little, If anyone can help with the colors, It'd be perfect.

    Also, if you want the cubemaps to extract in the source format, DO NOT UPDATE ADJUTANT. Gravemind just released a new update that converts the formats for use in hce, If you already have i still have the version with the source formats that i can upload.
    Depends on what the falloff and fresnel entails. Though I'm pretty positive that the fresnel term is calculated over the phongfresnel ranges. Not sure if it carries over to to the cubemap though.

    What you could do though is twofold I guess.
    a) make two reflections on the model - put the envmap mask into the alpha of the diffuse and the phong mask into the alpha of the normal and set them up seperately.

    b) convert the material cubemap into a phongwarp texture

    You might also want to compile the cubemap into HDR.

  4. Post #84
    who1fe's Avatar
    September 2011
    113 Posts
    Bungie made Halo games have always used falloff/cutoff for tinting cubemaps, based on the players viewing angle of the screen. Perpendicular color values are in the immediate viewing area directly infront of the player, while the parallel values are usually the outside edges on the model; far right/left/down/up etc.

    All of this is globally controlled in the shader tag within halo, by picking the color values and strength.

  5. Post #85
    Gold Member
    wraithcat's Avatar
    December 2007
    9,789 Posts
    Bungie made Halo games have always used falloff/cutoff for tinting cubemaps, based on the players viewing angle of the screen. Perpendicular color values are in the immediate viewing area directly infront of the player, while the parallel values are usually the outside edges on the model; far right/left/down/up etc.

    All of this is globally controlled in the shader tag within halo, by picking the color values and strength.
    Ah I think it's a bit different in source - Source generally uses cubemaps that are directly compiled from the area of the map over an entity. Which means it doesn't need this specific tinting most the time time. Plus you can make HDR cubemaps which will then vary on exposure.

    There's a global material tinting option though. The only material specific cubemap I can remember is the one used on the gold TF2 update.

  6. Post #86
    Civil's Avatar
    December 2009
    3,355 Posts
    Ah I think it's a bit different in source - Source generally uses cubemaps that are directly compiled from the area of the map over an entity. Which means it doesn't need this specific tinting most the time time. Plus you can make HDR cubemaps which will then vary on exposure.

    There's a global material tinting option though. The only material specific cubemap I can remember is the one used on the gold TF2 update.
    The tinting would work regardless if it was compiled from the area of the map or a custom cubemap but I am not sure if source got this falloff/cutoff thing.

    See my halo 3 banshee release I did.



    There is a selected area on the model where it is told to use a second vmt and so that vmt has a green tinted cubemap reflection and then there is the most of the model that got a normal cubemap reflection without specific colors.

    But on the halo 3 banshee:



    It got that falloff/cutoff thing instead of only a green tint.

  7. Post #87
    who1fe's Avatar
    September 2011
    113 Posts
    The "top" cab has its own shader/material anyway, but indeed there is some falloff tinting going on (purple/green). Also the smoothing on that banshee's cab needs fixing.

  8. Post #88
    Civil's Avatar
    December 2009
    3,355 Posts
    The "top" cab has its own shader/material anyway, but indeed there is some falloff tinting going on (purple/green). Also the smoothing on that banshee's cab needs fixing.
    Yeah it does not have the greatest smoothing.

  9. Post #89
    Gold Member
    wraithcat's Avatar
    December 2007
    9,789 Posts
    The tinting would work regardless if it was compiled from the area of the map or a custom cubemap but I am not sure if source got this falloff/cutoff thing.

    See my halo 3 banshee release I did.



    There is a selected area on the model where it is told to use a second vmt and so that vmt has a green tinted cubemap reflection and then there is the most of the model that got a normal cubemap reflection without specific colors.

    But on the halo 3 banshee:



    It got that falloff/cutoff thing instead of only a green tint.
    So use a phongwarp. The shading style is very similar.

  10. Post #90
    Civil's Avatar
    December 2009
    3,355 Posts
    So use a phongwarp. The shading style is very similar.
    It was not quite what I was looking for and that is why I went with a green cubemap tint.



    Edit:



    It looked like the fuel rod used the-same cubemap so I tried with that on it and it seems to look pretty close.
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  11. Post #91
    who1fe's Avatar
    September 2011
    113 Posts
    Alot of the covenant tech use that cubemap, the grunts armor does too actually, theres a few cases where they use bsp envmap's like the large one i posted last page.
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  12. Post #92
    Civil's Avatar
    December 2009
    3,355 Posts
    I noticed that the red plasma rifle was much easier to do in source:



    Did as much as I could on the plasma grenade:



    It needs to be re-ported with vmt for the decals.
    + Some fixing on the model if it has the-same black spot when it is re-ported

    I also fixed the needler:

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  13. Post #93
    who1fe's Avatar
    September 2011
    113 Posts
    That Brute Plasma rifle is fantastic looking!

    The needles on the needler actually have 3 different materials/shaders... kinda ridiculous, but theres the plasma animation thats in the bottom layer of mesh, then theres the transparent color in the next layer, then theres the glass that sits on top.

    Question btw, can source use detail maps/normals? Nearly every single object in h3 has at least 1 detail map and detail normal.

  14. Post #94
    Atomicman's Avatar
    October 2011
    411 Posts
    all these weapons are great and all, but I was just curious on how the ODST models were coming along?

    ::edit::

    sorry I don't mean to sound ungrateful.
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  15. Post #95
    who1fe's Avatar
    September 2011
    113 Posts
    Graveminds getting a model viewer into adjutant soon :3



    If he had the source emf importer script, we might be able to get all the h3/odst models error free (nor more random stretched faces or flipped normals).
    Unfortunately, the source is with some either stingy people, or they plain ol' dont care anymore. The model viewer he is implementing had used the updated private script, however its more than likely encrypted like the public one thats out...

    btw, do you guys have a decent automag model? Working on getting smoothing groups fixed atm.

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  16. Post #96
    Civil's Avatar
    December 2009
    3,355 Posts
    That Brute Plasma rifle is fantastic looking!

    The needles on the needler actually have 3 different materials/shaders... kinda ridiculous, but theres the plasma animation thats in the bottom layer of mesh, then theres the transparent color in the next layer, then theres the glass that sits on top.

    Question btw, can source use detail maps/normals? Nearly every single object in h3 has at least 1 detail map and detail normal.
    The source version that gmod 13 and such older source games can't have detail normals I think. I have been crying for getting support for that in such a long time now.

    btw, do you guys have a decent automag model? Working on getting smoothing groups fixed atm.

    There is no good automag model in gmod yet.

    Only this one:



    It was made without support for 2 diffuses and 2 normals which the automag needs.

    Then there is also Bloocobalts not released automag:



    But that model does not have anything for where the green light is going to be so those create two holes on the model if he still hasn't fixed it.
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  17. Post #97
    Civil's Avatar
    December 2009
    3,355 Posts
    all these weapons are great and all, but I was just curious on how the ODST models were coming along?

    ::edit::

    sorry I don't mean to sound ungrateful.
    Bloocobalts odsts will only use the model pieces from halo 3 odst but he will have his own reskins of them.

    So nobody is doing the halo 3 odst odsts as they are from the game right now.

    I can release my edit of that h3odst playermodel that was released though which you can see on the first page.

  18. Post #98
    Atomicman's Avatar
    October 2011
    411 Posts
    Bloocobalts odsts will only use the model pieces from halo 3 odst but he will have his own reskins of them.

    So nobody is doing the halo 3 odst odsts as they are from the game right now.

    I can release my edit of that h3odst playermodel that was released though which you can see on the first page.
    oh.. it was my thought that Bloocobalt was remaking the ODSTs from the ground up.

    ::edit::

    May I ask if it is just the lighting textures that you had redone on the ODST models? or did I over look something you said?
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  19. Post #99
    Civil's Avatar
    December 2009
    3,355 Posts
    oh.. it was my thought that Bloocobalt was remaking the ODSTs from the ground up.

    ::edit::

    May I ask if it is just the lighting textures that you had redone on the ODST models? or did I over look something you said?
    Previous odst model release had 50% or more of the normal maps generated through vtfedit so not good at all, also it had no specular masks and poor vmt work, making it easy for me to improve it with all the original textures.

  20. Post #100
    who1fe's Avatar
    September 2011
    113 Posts
    Ill release the source of the automag once i fix the damn smoothing, very optimized though. Its a shame nobody wants to port the odst squad, hopefully Bloo can make use of what i released. The actual faces are rigged fairly nicely, and are very articulate. In any case keep up the good work on the weapon stuff.

  21. Post #101
    Atomicman's Avatar
    October 2011
    411 Posts
    what ever happened to those Halo: Reach weapons someone was working on?

  22. Post #102
    Civil's Avatar
    December 2009
    3,355 Posts
    what ever happened to those Halo: Reach weapons someone was working on?
    They weren't actually halo reach weapons. They were fan models, because there is no public halo reach .emf importer. The only thing that was a little bit of halo reach was the assault rifle textures but the fan model was made after it but in a poor way.

    I guess he did not want to release them any more when I told him after my researching that they were not halo reach models.

  23. Post #103
    Atomicman's Avatar
    October 2011
    411 Posts
    shame.. from what I remember they looked pretty neat..

    so if there's no .emf importer for Reach, than I'm assuming everything that came from Reach ((for example the reach spartans)) were made from scratch?

    then again if that's the case the case will we ever get access to Reach files?

  24. Post #104
    Civil's Avatar
    December 2009
    3,355 Posts
    shame.. from what I remember they looked pretty neat..

    so if there's no .emf importer for Reach, than I'm assuming everything that came from Reach ((for example the reach spartans)) were made from scratch?

    then again if that's the case the case will we ever get access to Reach files?
    The reach spartans must have been released by someone of those with the reach .emf importer or leaked.

    Imo this is not pretty neat:

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  25. Post #105
    Atomicman's Avatar
    October 2011
    411 Posts
    well that's probably because you have the ability to do better. Me however, beggars can't be choosers.

    a while back you asked about reliesing your edits on the current odst models. If you did that would be super awesome... again.. begging
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  26. Post #106
    who1fe's Avatar
    September 2011
    113 Posts
    ^^ Some peoples have good uv mapping skills around and about, hunter from halomaps released quite a few custom models that have gotten unwrapped and ingamed. Maybe one of these days someone will be nice enough to hand the emf script sources to gravemind :]

    Graveminds pretty reliable with source and credits, though we have no idea what the people who have the private tools/scripts do and for what reason.

  27. Post #107
    Atomicman's Avatar
    October 2011
    411 Posts
    Imo this is not pretty neat:

    managed to receive the models for myself. honestly they look pretty nice.

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  28. Post #108
    Civil's Avatar
    December 2009
    3,355 Posts
    hub_jersey_barrier with most of the job done by corra_ashu:





    Edited its illumination map a bit, I wonder what you think of it.

    Original illumination is 256x256 and my edit is 512x512.





    For some reason my edit looks more like it does in halo 3 odst.
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  29. Post #109
    overwatch pvt's Avatar
    January 2012
    1,073 Posts
    For some reason my edit looks more like it does in halo 3 odst.
    Thats a good thing imo, I like the look and style odst took more then Halo 3.
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  30. Post #110
    who1fe's Avatar
    September 2011
    113 Posts
    Looks great civil.

    If i went ahead and released the automag would somebody else fix the remaining errors? Im getting sick of the smoothing, but the materials are fine, and everything but the slide is rigged correctly. The damn way the fp model is put together is just weird imo.

    Oh btw, Gravemind got the model viewer into adjutant, test version on halomaps, actual release sometime soon.
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  31. Post #111
    Atomicman's Avatar
    October 2011
    411 Posts
    I know this is way off topic but where'd you find the camera that odst has in the background in one of your pictures Civil?

  32. Post #112
    Civil's Avatar
    December 2009
    3,355 Posts
    I know this is way off topic but where'd you find the camera that odst has in the background in one of your pictures Civil?
    Gmod 13 camera tool.
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  33. Post #113
    Civil's Avatar
    December 2009
    3,355 Posts
    Misc release could be coming up with original illuminations added to some of the previous releases,
    shading tweaks + few covenant weapons, the odst player model and jersey barrier.

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  34. Post #114
    who1fe's Avatar
    September 2011
    113 Posts
    Fantastic looking work civil!

    We may be able to get sounds extracted, depending on what gravemind updates us with next, but he is working on getting the rest of the bitmaps extractable (the few particle bitmaps/effect bitmaps, and random object bitmaps).

  35. Post #115
    Civil's Avatar
    December 2009
    3,355 Posts
    Since the illumination texture for the ghost that you can extract does not have most of its details I made my own variant for it:

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  36. Post #116
    Civil's Avatar
    December 2009
    3,355 Posts
    So Adjutant got a really nice update:

    Code:
    v2.3.0.0
    -EMF v2.0
        -No random triangles
        -Imports face shader indexes
        -Imports diffuse, bump, CC, detail bump, illum and spec materials
            -ODST maps only support basic diffuse
            -CC maps are not supported in 3dsMax 9 and lower
        -Imports old EMF files
        -Bug fixes
    -Model Viewer changes
        -Camera acceleration is now exponential
        -Maximum camera speed depending on model size
        -Changed minimum speed to 1
        -Fixed models overlapping the viewer's border
        -Viewer will properly disable if it fails to load the model
        -The viewer will attempt to load broken models in advanced mode
    -Model Extractor changes
        -Added "Select All" and "Select None" buttons
        -Added "Select BDS" button which will use the BDS filter in the settings
        -Added "Export Bitmaps" button to export all bitmaps used on the model
    -Added tooltips to the controls in the model viewer settings
    -Batch extraction ouputs the error message when an error occurs
    -Obj is available in batch extraction (doesn't support skipping tags)
    -Updated About screen
    
    Notes:
    -EMF scripts are available in "Tools > Generate MaxScripts"
    -You must re-extract the EMF files for them to be able to import shaders
    -EMF2 files will NOT open with the EMF1 script
    -EMF1 files WILL open with the EMF2 script
    -Different versions of 3dsMax may have unexpected results, 2010 is recommended
    
    How to import shaders:
    -In the model extractor, click export bitmaps
    -Export the desired model parts as EMF v2
    -Generate and run the EMF v2 script in 3ds Max
    -When importing you will be asked for a folder, choose the same one as when you exported the bitmaps
    -If you extracted the bitmaps in a batch extract, choose the data folder you extracted to
    So I extracted the mp spartan and mp elite with all permutations and textures.
    If I understand that update correctly the models should be less messed up so only smoothing groups need to be fixed, might be wrong though.

    MP Spartan: http://dl.dropbox.com/u/54374248/Hal...%20Spartan.rar

    MP Elite: http://dl.dropbox.com/u/54374248/Hal...MP%20Elite.rar

    emf2 maxscript: http://dl.dropbox.com/u/54374248/Emf2_MSE.rar

    For the elite armor illumination, apply the elite_helmet_diffuse.dds on the thin model pieces which are where the lights should be.
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  37. Post #117
    who1fe's Avatar
    September 2011
    113 Posts
    Yeah, gravemind has made an extension to the emf maxscript that will support more meshes, with less errors of the old maxscript. Look foward to things like the brute permutations actually working, or maybe even sky meshes. The shader indexes are a HUGE help for anyone porting these models.

    The smoothing groups should be more or less fine with the model fixes, though you might have seams still here and there, just weld those areas like usual.

    Ill probably be grabbing alot more content now that this update is out, give gravemind/shadow/korn/darvolt some love for their awesome work, it just took gravemind to improve on/finish some of the stuff they left off for us to get some great models.

    EDIT: When importing the new emf format, it will ask you for your HCE data directory, mainly because gravemind made the app for HCE to begin with. But in any case choose any old folder, nothing gets created or changed in your files, this feature is to help automatically get textures and shaders setup for CE.
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  38. Post #118
    who1fe's Avatar
    September 2011
    113 Posts
    Legit smoothing/materials thanks to adjutant.



    EDIT: didnt realize i double posted, though the thread was really far back anyway.

    EDIT#2
    Download
    http://www.mediafire.com/?2t9bdn6ynlji48k

    I really dont wanna write readme's... But, basically the same thing as the first release, everything is organized into layers, so make sure you open the layer menu, or unhide all for everything. I included all the bitmaps including detail maps, all bitmaps are within the "bitmap" directories, all models are in the "models" directories, raw extracts are in the "source" folders.
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  39. Post #119
    Gold Member

    July 2012
    9 Posts
    These are incredible, done or not those Covenant weapons you made look a 1000x better than the other ones out there!
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  40. Post #120
    Rush_Freak's Avatar
    April 2012
    60 Posts
    Code:
    "VertexLitGeneric"
    {
    	"$basetexture"	"models\Halo\Weapons 2.0\plasma_rifle_diffuse"
    	"$bumpmap"	"models\Halo\Weapons 2.0\plasma_rifle_bump"
    
    	$halflambert 1
    	$nocull 1
    
    	
    	"$envmap"	"models\Halo\Weapons 2.0\mirror_surface"
    	$envmaptint	"[0.2 0.2 0.2]"
    	$Normalmapalphaenvmapmask 1	
    			
    	$detail "models/Halo/Weapons 2.0/plasma_rifle_illum"
    	$detailscale 1
    	$detailblendfactor "3"
    	$detailblendmode 5
    
        $phong 1
    	$phongexponenttexture "models\Halo\HaloSP"
    	$phongboost	15
    	$phongalbedotint 1
    	$phongfresnelranges	"[1.5 0 3.0]"
    
    	$rimlight 1
    	$rimlightexponent 50
    	$rimlightboost 0.05
    }
    Probably looks like shit to anyone with way more knowledge than me.
    Looks good to me. :P
    You could use envmap fresnel though, might help it look a little more natural, like what I did with my .vmt for car paint:

    Code:
    "VertexLitGeneric"
    {
    	$basetexture "models/rush_freak/cars/paint_color"
    	$bumpmap "models/rush_freak/cars/nobump_dirty"
    	$surfaceprop "metal"
    	$halflambert "1"
    	$model "1"
    
    	$normalmapalphaenvmapmask "1"
    	$envmap "env_cubemap"
    	$envmaptint "[.3  .3  .3]"
    $envmapfresnel "1"
    $envmapFresnelMinMaxExp "[.01 1 8]"
    
    	$phong "1"
    	$phongexponent "1000"
    	$phongboost "25"
    	$phongfresnelranges "[.1 1 8]"
    
    	$rimlight "1"
    	$rimlightexponent "100"
    	$rimlightboost "1"
    }