Halo 3 Screenshots Thread

General discussion of Halo 3.
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unknownv2





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Post by unknownv2 »

Can you post here when you're ready? I'd like to see it also. :)
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Post by GT:spankysully »

its not a texture, i've been there, its just a big hole, with nothing special in it, dont got pics but trust me
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Post by DrXThirst »

Oh sorry, I didn't take any pictures. I'll make a video of it later, though.
It will have to be tomorrow after school.
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Post by SPARTAN-OMEGA »

Veegie wrote:
DrXThirst wrote:Image

That's where the Chief's Pelican lands in the beginning of the game. It's just a huge hole in the ground. I got it from that blog someone posted in my thread about the update from Bungie.

I want to find it and go inside. :P
That is very interesting.
Yes it is and you can get to it from getting outside of Sierra 117, send a friend request to chuckycholate2 and Ill show you
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Post by Aumaan Anubis »

They already did it.
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Post by SPARTAN-OMEGA »

Ah, ok thank you for telling me, It is quite fun, especially the random street cone and monkey jacking off by the leaves =P
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Post by neodos »

nevermind
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Post by Veegie »

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Post by CabooseJr »

Put on Security helmet.
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Post by Veegie »

CabooseJr wrote:Put on Security helmet.
There is no real-time reflecting shader for that, as it isn't used in campaign like the cinematic one that I swapped. Rest assured when I map out the value, I will edit the Security Visor shader..
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Post by Dissolution241 »

Nice idea, good luck finding the correct value (oh, and I have no idea what I'm talking about Image)
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Post by kibito87 »

Nice veegie. The troop hog is a nice added touch lol. So you successfully took a shader from campaign and got it working in multiplayer...Did you just compare the two shaders and make the appropriate changes?
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Post by Aumaan Anubis »

Actually, High Ground has a visor_realtime bitmap in it, so I assume there's a shader that goes with it, which he swapped.

mbmb?
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Post by Veegie »

Aumaan Anubis wrote:Actually, High Ground has a visor_realtime bitmap in it, so I assume there's a shader that goes with it, which he swapped.

mbmb?
Right.
I swapped the rmsh dependency.
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Post by neodos »

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Post by Veegie »

neodos wrote:First lightmap mod ever

http://img169.imageshack.us/img169/1709 ... ullsp7.jpg
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Post by ScottyGEE »

Veegie is there anyway you can send me a replay with that in it? I'm sure it'll be a no, but I want real time reflection so much.

That, or its just the normal cubemap and you're tricking me and gonna make mse sad :(

But if you're not a liar thats still awesome...I just wanna see it in motion, or just play around with it to see how well it works.
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Technically its only me animating though ;)
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Post by Veegie »

ScottyGEE wrote:Veegie is there anyway you can send me a replay with that in it? I'm sure it'll be a no, but I want real time reflection so much.

That, or its just the normal cubemap and you're tricking me and gonna make mse sad :(

But if you're not a liar thats still awesome...I just wanna see it in motion, or just play around with it to see how well it works.
Film data does not contain rmsh references.
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Post by ScottyGEE »

=( I wanna trrrrrrrrrrrrrrrrrrrrrrrrrrrrrrryyyyyyy ;_;

;)

Its alright...
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Post by themaindude1 »

So i figured since it looks like where posting screenshots of the forge mods on here.

So here's a few new ones :D


Image

Image

Maybe the new landing pad didn
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