[Halo CE] LinuxMint HEK, testing sapien && fixed bumpnormals (shader fix)

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  • Опубликовано: 21 июн 2024
  • Base HCEhek works (couldn't make steamCEA install), HCE would benefit if shader_models had normalmaps backported or added, the fix applies to shader_enviroments (bsp). Donations: www.paypal.com/paypalme/AdamM...
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Комментарии • 3

  • @killtrocity24
    @killtrocity24 Месяц назад

    How do you make such bsps?

    • @AdamSpaczynski7436
      @AdamSpaczynski7436  Месяц назад +1

      short answer = skill, i could make a better one and add some HQ forerunner structures.
      Alt-answer = i saw a lot of blender3d tutorials on sculpting & modelling , baking and how to make shaders, also re-topos from sculpts when needed. for the HCE(or the others) tools end of things; i just know the shaders for each game, the limits and how to squish as much details without getting over the limits (no OS, no Hacks, no explointing the engine). all of it is vanilla normal HCE&CEA.
      More: this bsp is to test stuff, i made a blockout, then sculpted a highmesh, then decimated it (retopo works too), i cleaned and made a UV and baked the normals in to a texture, then i used the lowpoly to paint and generate the terrain blend texture extracting the baked normal texture z + the geometry normal Z from the lowpoly, the rest is as usual.
      for HCE characters specifically, since the shader_model doesnt support normalmap textures, i use the detail texture as a grayscale bumpmap. to create this texture i merge the cavitymap (not needed), AOmap (needed), normalmap (needed) and then make it a mid gray with the needed amount of contrast (most have low contrast). To convert the normals in to this grayscale texture we decompose the bitmap in to each layer invert the green layer mix it at 50% with the red layer and multiply the blue channel on top and merge all, then we copy the new grayscale bump and multipy an AO and merge grain the cavitymap (low opacity).

    • @perla1172
      @perla1172 Месяц назад

      lmts