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....
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so is it possible to stilll do this on the halo engine, or is it possible to somewhat change the engine.Due to the outdated rendering engine that can't make use of newer tech, the only computers who will be able to handle this mod are also the people who can run unreal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.
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.