[code] ___ _ ___ _ _ _ _ _ ___ ___ _ _ _
| _ ) __ _ _ _ __| |_ ___ ___ | __| _(_)___ _ _ __| |___ | || |__ _| |___ | _ \_ _ ___ _ __ / __|_ _ _ __ ___ _ _| |_| |_ _ _ ___ __ _ __| |
| _ \/ _` | ' \(_-< ' \/ -_) -_) | _| '_| / -_) ' \/ _` (_-< | __ / _` | / _ \ | _/ '_/ _ \ '_ \ \__ \ || | '_ \/ -_) '_| _| ' \| '_/ -_) _` / _` |
|___/\__,_|_||_/__/_||_\___\___| |_||_| |_\___|_||_\__,_/__/ |_||_\__,_|_\___/ |_| |_| \___/ .__/ |___/\_,_| .__/\___|_| \__|_||_|_| \___\__,_\__,_|
|_| |_| [/code]
Updating this thread as I continue to port since I've been unbanned. Hopefully I'll be able to release new stuff soon.
[release]
[img]http://img29.imageshack.us/img29/8924/dmunderpass0001.png[/img]
[b]released 7-18-2011[/b]
[code]Halo 2 Human Props 0.98
Halo 3 Human Props 0.75
Halo Turf Props 1.0[/code]
[release][url=http://www.garrysmod.org/downloads/?a=view&id=123366][img]http://www.garrysmod.org/img/?t=dll&id=123366[/img][/url]
[/release][release]
[t]http://img263.imageshack.us/img263/3955/ep2outland01a0002.png[/t]
[b]released 7-22-2011[/b]
[code]Halo 1 Human Props 1.1
Halo 2 Human Props 0.995
Halo 3 Human Props 0.89
Halo 3 ODST Human Props 0.22
Halo Turf Props 1.0[/code]
This release was rushed to make a deadline because I will be away for a couple days and I needed to get this out there. There's some bugs, but none that will hinder your gmod gameplay experience. This release is best thought of as a Beta version, and will be updated and finished later. I also failed to get this on gmod.org so for now please live with mediafire. I did take rather good screenshots of this pack but I was stupid and forgot to put them on my flash drives as I rushed this to another computer. I will add those later as well. This pack contains more than double the ammount release 1 had including release 1's content, with some bugs removed. Some objects explode but won't hurt you. This is my failed attempt at gibs and that will be fixed later. Feel free to give me feedback on how I can improve on this pack.
Edit: I also forgot spawnlists, shit. spawnlists are out of date, use browse. I'll fix when I can get this out of beta.
[b]Screenshots[/b]
Halo 1 Human Props 1.1 Beta
[t]http://img580.imageshack.us/img580/4313/dedust20004l.jpg[/t]
Halo 2 Human Props 0.995 Beta
[t]http://img143.imageshack.us/img143/7620/dedust20001d.jpg[/t]
Halo 3 Human Props 0.89 Beta
[t]http://img84.imageshack.us/img84/1595/dedust20003n.jpg[/t]
Delete the old Release 1 when installing Release 2, or you will get doubles. Simply place the contents of the zip folder in your addons folder.
[/release]
Also [highlight]I'll be taking requests[/highlight].
Awesome release banshee! Love the models.
Just what I need to complete my base savegame.
Very nicely done.
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31084834&viewfull=1#post31084834]They aren't the worst halo model released, but they can't be called the halo props because they don't match the ones in halo. I will give you commendations on being very close though. [/url]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31101554&viewfull=1#post31101554]The Shaders are Incorrect[/url]
[editline]23rd July 2011[/editline]
A++ hypocrisy will hypocresize again
[QUOTE=Killerjc;31294717][url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31084834&viewfull=1#post31084834]They aren't the worst halo model released, but they can't be called the halo props because they don't match the ones in halo. I will give you commendations on being very close though. [/url]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31101554&viewfull=1#post31101554]The Shaders are Incorrect[/url]
[editline]23rd July 2011[/editline]
A++ hypocrisy will hypocresize again[/QUOTE]
Dammit you beat me to it.
[QUOTE=Killerjc;31294717][url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31084834&viewfull=1#post31084834]They aren't the worst halo model released, but they can't be called the halo props because they don't match the ones in halo. I will give you commendations on being very close though. [/url]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31101554&viewfull=1#post31101554]The Shaders are Incorrect[/url]
[editline]23rd July 2011[/editline]
A++ hypocrisy will hypocresize again[/QUOTE]
Release 1 is as close as one can get to "perfect" shaders. Release 2 was rushed and has unfinished shaders. I am working to get them right. But thank you for posting without reading the op.
[QUOTE=Banshee FrieNd;31295031]Release 1 is as close as one can get to "perfect" shaders. Release 2 was rushed and has unfinished shaders. I am working to get them right. But thank you for posting without reading the op.[/QUOTE]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31102415&viewfull=1#post31102415]Then explain why they look like shit compared to Halo 3's shaders[/url]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31105041&viewfull=1#post31105041]These look like crap, yet you parade around calling other people's stuff bad when yours is much, much worse[/url]
Did you even try Release 1? I didn't say his was bad, I was suggesting improving the shaders. The Release 1 Props have full original LOD, Good Collision, they're well shaded to attempt to match halo's original shader system. The Halo 2 props match down to the last detail map scale. And the soda machines have some of Halo 2's original environment maps. the phong is adjusted to an algorithm so that it matches the shaders from the game which I can read using a Meta editor.
[QUOTE=Killerjc;31295146][url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31102415&viewfull=1#post31102415]Then explain why they look like shit compared to Halo 3's shaders[/url]
[url=http://www.facepunch.com/threads/1105768-Halo-Reach-Spartans?p=31105041&viewfull=1#post31105041]These look like crap, yet you parade around calling other people's stuff bad when yours is much, much worse[/url][/QUOTE]
You've obviously never played Halo CE.
Not to mention do you even know what shaders are?...
It's not just the lighting.
Halo 1 used simple cubemaps for Specular, and they didn't look that great.
Halo Reach is an entirely different piece of software, and Phong does the models no justice...
Phong is overly shiny and honestly does not look anything like what you'd see in Reach.
[QUOTE=Banshee FrieNd;31295182]I didn't say his was bad, I was suggesting improving the shaders.[/QUOTE]
The problem was that you gave no suggestion as to how he could go about improving them, and then proceeded to rant about how you can do them better.
I'm about to take a look at Release 1, I'm genuinely interested to see if you really do know what you're on about.
[QUOTE=Jimesu_Evil;31295645]The problem was that you gave no suggestion as to how he could go about improving them, and then proceeded to rant about how you can do them better.
I'm about to take a look at Release 1, I'm genuinely interested to see if you really do know what you're on about.[/QUOTE] That's true, I apologize for that
Okay, so I took a look ingame at the Halo 3 props from release 1, and well, they don't look bad, but they do look a little plastic because of the phong. Because of that I fail to see how your shaders are any more accurate than Korro's.
Are you using specular maps?
[QUOTE=Jimesu_Evil;31295932]Okay, so I took a look ingame at the Halo 3 props from release 1, and well, they don't look bad, but they do look a little plastic because of the phong. Because of that I fail to see how your shaders are any more accurate than Korro[url=http://www.mediafire.com/?6s41k231s0iir97]'[/url]s.
Are you using specular maps?[/QUOTE]
No, but those props were created before I knew how to create phong textures. do env_map_masks work with phong in any way? the specular maps will be implemented in the final of Release 2. If you mean env_maps themselves, then not for Halo 3, as my texture deswizler does not support cube map extraction, luckily, half halo 3's cube maps are the same as halo 1's which I am able to convert to env_maps. I just haven't gotten to doing that yet.
Env_map should only be used for reflective surfaces. Since most of these props are metallic, you should avoid using it. A specular map looks like this:
[img]http://img204.imageshack.us/img204/3089/cratespec.jpg[/img]
Basically the way it works is, the lighter parts of the texture reflect more light, while the darker parts mask light. Usually spec maps are seperate textures, however I found the crate's spec map stored in the diffuse texture's alpha channel. Source uses spec maps in a similar way, as they are stored in the normal map's alpha channel. Since the alpha channel in the normal maps you've got are flat white, light reflects across the whole model giving it that plastic look. Here's what happens when I put the spec map into the alpha channel on the normal map.
Left is before, right is after.
[img]http://img853.imageshack.us/img853/1005/specularhaloprops.jpg[/img]
Looks much more metallic now.
I did have to play around with the contrast of the spec map as well as the vmt, adjusting the phong exponent values and fresnel ranges, but by doing so you'll be able to come up with something more accurate to Halo 3's shaders.
Now I hope this makes sense, because I'm currently at my 27th hour without sleep and may not make any sense right now.
PS: [i][b]This goes for everyone, not just Banshee. USE SPECULAR FOR THE LOVE OF GOD.[/b][/i]
[QUOTE=Jimesu_Evil;31296911]Env_map should only be used for reflective surfaces. Since most of these props are metallic, you should avoid using it. A specular map looks like this:
[img]http://img204.imageshack.us/img204/3089/cratespec.jpg[/img]
Basically the way it works is, the lighter parts of the texture reflect more light, while the darker parts mask light. Usually spec maps are seperate textures, however I found the crate's spec map stored in the diffuse texture's alpha channel. Source uses spec maps in a similar way, as they are stored in the normal map's alpha channel. Since the alpha channel in the normal maps you've got are flat white, light reflects across the whole model giving it that plastic look. Here's what happens when I put the spec map into the alpha channel on the normal map.
Left is before, right is after.
[img]http://img853.imageshack.us/img853/1005/specularhaloprops.jpg[/img]
Looks much more metallic now.
I did have to play around with the contrast of the spec map as well as the vmt, adjusting the phong exponent values and fresnel ranges, but by doing so you'll be able to come up with something more accurate to Halo 3's shaders.
Now I hope this makes sense, because I'm currently at my 27th hour without sleep and may not make any sense right now.
PS: [i][b]This goes for everyone, not just Banshee. USE SPECULAR FOR THE LOVE OF GOD.[/b][/i][/QUOTE]
I knew where to find the original spec map,
so what shader command did you use? $basealphaenvmapmask 1? or some phong command?
No command needed. Just pop it into the normal map's alpha channel and play around with $phongexponent and $phongfresnelranges. I'd post the exact vmt I used but in my tiredness I... long story short I replaced it with the old one and lost it. :(
[QUOTE=Jimesu_Evil;31297057]No command needed. Just pop it into the normal map's alpha channel and play around with $phongexponent and $phongfresnelranges. I'd post the exact vmt I used but in my tiredness I... long story short I replaced it with the old one and lost it. :([/QUOTE]
Oh, Interesting. Kind of like in Gamebryo. Thank you very much this is very helpful.
Great release Banshee looking forward to using them.
Banshee's Halo 1 Covenant energy shield.
[img]http://img714.imageshack.us/img714/1017/oimastta.png[/img]
Sorry for the lack of content and update, My Birthday Destroyed my schedule and with school starting back soon things are a bit hectic. I have a new laptop and I'm slowly getting my content from the desktop to the laptop. Thankyou once again.
Edit: By popular demand, all my content focus has been shifted to vehicles and bipeds.
excuse me banshee could you make a halo 3 elite and brute
Banshee, could you please re-upload release 2, or atleast the Halo 1 human props?
[QUOTE=Andy10zero;37471767]Banshee, could you please re-upload release 2, or atleast the Halo 1 human props?[/QUOTE]
Took the time to search for you and found
[url]http://www.garrysmod.org/downloads/?a=view&id=123366[/url]
[B]Contains:[/B] Halo 2 Human Props 0.98, Halo 3 Human Props 0.75, and Halo Turf Props 1.0
[QUOTE=LordzBacon;37472170]Took the time to search for you and found
[url]http://www.garrysmod.org/downloads/?a=view&id=123366[/url]
[B]Contains:[/B] Halo 2 Human Props 0.98, Halo 3 Human Props 0.75, and Halo Turf Props 1.0[/QUOTE]
Thanks, but I have that one. I wanted Release 2 with the Halo 1 Human Props 1.1 Beta mentioned along with some other prop packs with Release 2:
[QUOTE]released 7-22-2011
Halo 1 Human Props 1.1
Halo 2 Human Props 0.995
Halo 3 Human Props 0.89
Halo 3 ODST Human Props 0.22
Halo Turf Props 1.0
This release was rushed to make a deadline because I will be away for a couple days and I needed to get this out there. There's some bugs, but none that will hinder your gmod gameplay experience. This release is best thought of as a Beta version, and will be updated and finished later. I also failed to get this on gmod.org so for now please live with mediafire. I did take rather good screenshots of this pack but I was stupid and forgot to put them on my flash drives as I rushed this to another computer. I will add those later as well. This pack contains more than double the ammount release 1 had including release 1's content, with some bugs removed. Some objects explode but won't hurt you. This is my failed attempt at gibs and that will be fixed later. Feel free to give me feedback on how I can improve on this pack.
Edit: I also forgot spawnlists, shit. spawnlists are out of date, use browse. I'll fix when I can get this out of beta.
[/QUOTE]
However, the link for Release 2 on Mediafire leads to a deleted file messege.
sure
Sorry I never did that, This is everything in my addons folder from halo; all by me.
[url]https://dl.dropbox.com/u/43157158/halo.ace[/url]
Requires WinRar to open .ace file.
If someone wants to upload screenshots, that would be nice.
[QUOTE=Banshee FrieNd;37974228]Sorry I never did that, This is everything in my addons folder from halo; all by me.
[url]https://dl.dropbox.com/u/43157158/halo.ace[/url]
Requires WinRar to open .ace file.
If someone wants to upload screenshots, that would be nice.[/QUOTE]
[img]http://puu.sh/1d9r3[/img]
I love you
[url=http://postimage.org/][img]http://s9.postimage.org/l5hrjzg4v/gm_flatgrass0000.jpg[/img][/url]
Sweet Ship
[url=http://postimage.org/][img]http://s9.postimage.org/k4hiuuz5b/gm_flatgrass0002.jpg[/img][/url]
Its Huge!
[url=http://postimage.org/][img]http://s9.postimage.org/u32hhc8kv/gm_flatgrass0003.jpg[/img][/url]
Issue with a few models, Most missing textures....Cortana was...not there but her shadow was.
[url=http://postimage.org/][img]http://s9.postimage.org/6q4fytshb/gm_flatgrass0004.jpg[/img][/url]
Few random things...
[url=http://postimage.org/][img]http://s9.postimage.org/k8fxouu0f/gm_flatgrass0006.jpg[/img][/url]
More random stuff, Love the Factory container.
[url=http://postimage.org/][img]http://s9.postimage.org/fntr9xab3/gm_flatgrass0007.jpg[/img][/url]
Elite and Cortana, again she is only visible by Shadow. The Elite is spawnable...But I would not use him For he flies or slides around the map...like he is possessed. and gitters the game. That as well The Cyborg (Master chief) turns invisable from a distance and is unposeable. The Hunter which i was real happy to see is the worse of them, He takes off like a rocket flying around the map and lagging up the game.
Other then that, few missing textures, All is A.O.K
I think cortana had 2 skins, but the rig on them was terrible because I was trying to bring halo's skeleton into source and did not know what I was doing at that time. Also make sure to check browse, I know some of that stuff is not on the spawnlists. Also if you find a hunter ragdoll, don't even bother spawning it; it's worse than the elite.
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