SuperSunny
May 29th, 2007, 04:35 PM
Halo 2 Vista's editing kit, it's many things.
At first I hated it.
Now I like it.
Why?
You can do so much more on what's available. Things to look over:
Whatever you have learned about lightmaps in Halo 1, FORGET in Halo 2. They aren't the same. Radiosity does not exist. It's Photon Mapping. It takes longer, but run on draft low and go urinate for 5 minutes.
Whatever you have learned about shaders in Halo 1, KINDA FORGET in Halo 2. The H2EK uses a default shader format. Then, you apply a shader_template, with almost fully customizable shader options. Basically, most people were lazy with shaders in Halo 1. No more of that. Now maps can actually LOOK pretty, and customizable to a higher extent.
Don't port maps, unless you have fully developed your own map. You have to learn step by step how shaders and such are handled in Halo 2, then if you wish, port one. But, prepare to get flamed unless it's your own map, and it doesn't suck.More Soon
At first I hated it.
Now I like it.
Why?
You can do so much more on what's available. Things to look over:
Whatever you have learned about lightmaps in Halo 1, FORGET in Halo 2. They aren't the same. Radiosity does not exist. It's Photon Mapping. It takes longer, but run on draft low and go urinate for 5 minutes.
Whatever you have learned about shaders in Halo 1, KINDA FORGET in Halo 2. The H2EK uses a default shader format. Then, you apply a shader_template, with almost fully customizable shader options. Basically, most people were lazy with shaders in Halo 1. No more of that. Now maps can actually LOOK pretty, and customizable to a higher extent.
Don't port maps, unless you have fully developed your own map. You have to learn step by step how shaders and such are handled in Halo 2, then if you wish, port one. But, prepare to get flamed unless it's your own map, and it doesn't suck.More Soon