Halo 2 Rendering

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birdman





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Post by birdman »

ok havin a little problem with my visor heres a pic

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here is my visor tag also

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you guys know whats goin on?


How do you go about looking at your material tree like that, looking at yours helps ALOT, i can finally read them....lol
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Tural




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Post by Tural »

Can you post a picture of your tree, specifically the Reflection map?
birdman





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Post by birdman »

lol i have asked how to look at my materal tree twice now.....im not sure where to go to look at it
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Darco




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Post by Darco »

the alpha in your reflection slot is set wrong. its most likely set by default for spherical instead of texture. in the picture, blue is what you most likely have set for the bitmaps in your reflection, and red is how you should have it. that should fix your problem, if not just show us your tree.
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birdman





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Post by birdman »

ok my model is dont enuf for me, could be better but i have spent way too much time on it. Heres a pic

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this way my first time playing with 3d models and even tho it took long i really love the out come..Thanks darco for this amazing TUT and thank you Tural for helpin me out......

Is modeling weapons kinda the same? I tried doing a BR but couldnt get too far............anyone know of a good weapon tut?
Last edited by birdman on Thu Apr 12, 2007 4:17 pm, edited 1 time in total.
Jordan





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Post by Jordan »

For the most part, the diffuse, falloff, normal bump, and specular are done the same way with all models.
squid267





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Post by squid267 »

Alright I have a question, is the metal dirty thing on every model include weapon, vehicles, and Im assuming its not on the plasma grenade though.
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Darco




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Post by Darco »

no. to get a list of textures used, you need to click on the shader in entity and open up the meta editor. down at the bottom will be a list of all the bitmaps used. the first one listed is usually the bump so that makes it easier to locate. if that doesnt make sense to you, let me know and i will post a picture of where exactly it is.
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TelTura





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Post by TelTura »

No. Every model defines what detail map it uses in its shader.
squid267





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Post by squid267 »

I understood. Thanks, so this will work with all models, right?
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Tural




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Post by Tural »

If you grasp the concept of the tutorial and learn from it, not just copy, then yes, this will be a great help in the long run.
birdman





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Post by birdman »

im sure you guys know about bipeds and im not getting the help i need in the other thread,

i need to make my shoulders broader using the clavicle bone. when i try to move it in any difection it wont move. Is there a way to detach the bone so it can be seperated? Or is there another way? heres a pic

Image
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Tural




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Post by Tural »

This doesn't belong here, regardless of if you don't feel you're getting help in that thread.
squid267





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Post by squid267 »

I meant the Shader thing...Like even for vehicles it shows all detail maps. NO t the TuT itself... :oops:
BlackGoku21





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Post by BlackGoku21 »

Does anyone know how i could possibly do a good environment where the ground strongly reflects the characters. and also if it's possible to extract the biped model configuration directly from the mainmenu.map. cause it looks like its in there
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Darco




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Post by Darco »

Please direct all questions that do not pertain to my tutorial to here.
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BlackGoku21





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Post by BlackGoku21 »

OK, but about the Chief. i have yet to find out how to do the emblem. i remember seeing it somewhere in the tutorial that you will come back to it later but i still have not located where that was. can someone direct me please
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Darco




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Post by Darco »

i explained how, but i left it as something for you to figure out on your own to see if you really understand some of the things you're using in the tutorial.
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jam50





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Post by jam50 »

i found a way to improve the reflection

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http://i71.photobucket.com/albums/i152/ ... lomods.jpg
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Darco




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Post by Darco »

the reflection looks a bit iffy, but overall nice job.
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