Advanced Graphics

Discuss general issues about modding HaloPC. Post ideas for mods here.
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ryan_mckenzie





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Advanced Graphics

Post by ryan_mckenzie »

Ok, I know some of you realize that this topic is over at the halo CE forum, (and a side discussion on the mongoose thread). Well it's alot more lively over here lol, and I really wanted more suggestions on the matter. Hopefully, posting the same topic here and there, isn't breaking any rules.


Anywayz, I'm wanting to take halo to a new graphical experience. With alot more polys, high-res textures, advanced shaders, lighting and particle effects.
I'll be creating an all new Bloodgulch through Halo CE. Now, over at this topic on the CE forum, I got this nifty link, to someone who has a similar idea, and is progressing through it.

http://h2vista.net/forums/showthread.php?t=8382

Kinda finding it hard to receive a reply from the author, and until then, i'm hoping somebody here could provide some answers.
Firstly, and mainly, will CE cope with the whole thing, what problems do you expect (apart from the fact that the person playing, will need higher graphical support).
Secondly, i noticed this phrase from the above thread....
Due to the outdated rendering engine that can't make use of newer tech, the only computers who will be able to handle this mod are also the people who can run unreal tournament--or perhaps Crysis--well.
Yeh, well that's understandable, so is it possible to stilll do this on the halo engine, or is it possible to somewhat change the engine.
It's all really to help with the lighting and shading, like crytic said
If you look, most of the shaders already have all the slots filled in.

Surely there's got to be a way around this, I'm going for the strong shadow effect from halo 3 (call me crazy).


So, I've got me self maya (3d software) up and running, while I wait for 3ds Max, I plan to build the new bloodgulch in maya, with High-poly, and then i should be exporting to max once done, to tackle the rest of the job with a team.
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Post by Andrew_b »

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Post by ryan_mckenzie »

So, basicly. I could push the polys and the textures as much as i want, and to make halo's engine run it, will all depend on your computers graphical support???
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Post by Andrew_b »

That maps bsp is alright...but the textures are shazam.
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Post by ryan_mckenzie »

agreed lol
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Post by Philly »

New engine perhaps? Some person said something about doing something with CE's thingy engine. :?
For anybody still wondering where FTD has gone, here it is.
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Post by Cryticfarm »

I think the POA is already pushing the limits of the engine.
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Post by ryan_mckenzie »

hmmm, what's POA?
Well, let me get this straight. To get better, more advanced shading and lighting, i'll have to render halo in a different engine?
If so, do you think it's possible to render halo through the Crysis engine.
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Post by Patrickssj6 »

Pillar Of Autumn

...and yes you can export the models into another engine and render it there of course.
...left for good
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Post by Philly »

Would you be able to put a new engine in?
For anybody still wondering where FTD has gone, here it is.
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Post by Tural »

You'd have to remake the game to do something like that..
You can't just 'put in' an engine.
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Post by ryan_mckenzie »

well, as difficult (and illegal) as it is, I'm trying to get my hands on Crytek's engine, cryengine2 (used to power crysis of course).
I believe this will let halo CE go as far as "next-gen" with the graphical limits. As for getting halo in the engine, i'll have to find a way to cross that bridge when i come to it.
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Post by Philly »

Tural wrote:You can't just 'put in' an engine.
I didn't think so. Would we still be using the Halo engine if it was that easy? I was just throwing out ideas.
For anybody still wondering where FTD has gone, here it is.
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Post by ryan_mckenzie »

...and yes you can export the models into another engine and render it there of course.
This is interesting lol, but how exactly will this turn out. I mean, if i'm just exporting "models" to be rendered, then what about all the scripting and commands that make the game.
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Post by WaeV »

I don't know how you would go about increase the polygon count - you can't import new models using HMT unless they have the same number of polygons.
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Post by Cryticfarm »

WaeV wrote:I don't know how you would go about increase the polygon count - you can't import new models using HMT unless they have the same number of polygons.
Why HMT? Also, remaking every model to be higher poly is ridiculous IMO.
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Post by Kitsune »

I thought halo was just a modded Quake 3?? Doesn't it use the quake engine?

I don't think it would honestly matter graphics wise; as long as the users PC can support it...
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(-|-) Looking for a mapping team. PC/CE, anything. (-|-)
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Post by JK-47 »

ryan_mckenzie wrote:well, as difficult (and illegal) as it is, I'm trying to get my hands on Crytek's engine, cryengine2 (used to power crysis of course).
I believe this will let halo CE go as far as "next-gen" with the graphical limits. As for getting halo in the engine, i'll have to find a way to cross that bridge when i come to it.
Wait... Are you implying that you are trying to take the cryengine2 and put it into Halo..?
Or are you saying you want to put Halo models into the cryengine2? Cause that would make more sense ;p
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Post by Tural »

The latter.
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Post by JK-47 »

That's what I was hoping ;|
That would be interesting to see. Are you rebuilding everything?
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