Re: OpenSauce Halo CE SDK Update #2 (RC)
Epic. And detail maps? Holy crap.
Re: OpenSauce Halo CE SDK Update #2 (RC)
To be specific, 1 base normal map, 2 detail normal maps (masked by the base normals alpha channel) and 1 specular colour map :).
Re: OpenSauce Halo CE SDK Update #2 (RC)
Well hot damn. Beautiful work.
Re: OpenSauce Halo CE SDK Update #2 (RC)
Re: OpenSauce Halo CE SDK Update #2 (RC)
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
FireScythe
To be specific, 1 base normal map, 2 detail normal maps (masked by the base normals alpha channel) and 1 specular colour map :).
WHY DO YOU DO THESE THINGS AFTER 90% OF THE COMPETENT USERBASE HAS RETIRED
goddamn I would've loved to have normal maps in ASCM, if you guys end up releasing something even bigger I won't be able to keep myself from updating the bloody thing
stop now
Re: OpenSauce Halo CE SDK Update #2 (RC)
Wow, and here I've been still using "a hobo" and "kornman00" all this time, wish I'd seen this sooner!
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
Ifafudafi
, if you guys end up releasing something even bigger I won't be able to keep myself from updating the bloody thing
You can write your own shaders and compile them in the map and any os thing will work with it... what more do you want?
Re: OpenSauce Halo CE SDK Update #2 (RC)
This needs more documentation.
Or an FAQ or something.
first off can these new tags be compiled into a normal halo map file and run on clients without a bunch of extensions, or whatever?
Re: OpenSauce Halo CE SDK Update #2 (RC)
Quote:
Originally Posted by
NVOUS
first off can these new tags be compiled into a normal halo map file and run on clients without a bunch of extensions, or whatever?
Yes. All they would need is that specific OpenSauce dll. The maps won't break if people load the map without the OS dll, either. They just won't be able to use those normal maps