[Recruitment] BSP Shader Location Mapping

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JacksonCougAr




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[Recruitment] BSP Shader Location Mapping

Post by JacksonCougAr »

BSP Shader Location Mapping
  • What I need:
    Your help mapping out BSP Shader Locations

    What
Last edited by JacksonCougAr on Sat Jun 23, 2007 8:08 pm, edited 1 time in total.
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kibito87




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Post by kibito87 »

This sounds fun and intriguing but half the time, the name of the shader gives away where it's location could be. Although this would do the job as precise as I can see. Good luck. If I get some free time I might join in the fun for atleast one map.

Edit* Shouldn't this be in the project recruitment area?
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JacksonCougAr




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Post by JacksonCougAr »

I have ScottyGEE's permission to use this forum. This is more relevant to skinning, especially Halo 2. I am much more interested in where "repeat" shaders are located. So far the results are looking very interesting.
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Post by CptnNsan0 »

kibito87 wrote:This sounds fun and intriguing but half the time, the name of the shader gives away where it's location could be.
yea but maps like ivory tower its nearly impossible
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JacksonCougAr




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Post by JacksonCougAr »

Never doubt the determination of me >_> lol. I Will finish SoTS, and it WILL be great.
Now enough about saying how HARD this is. If you want to participate, do so; otherwise, don't discourage others from doing so. :wink:
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Post by jzimmer09 »

actualy ive been working on something like this its quite amazing and easy to doo, it just takes time i was doin it about 6 months ago when i used to skin alot >.> but it takes a long time.
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uralllame wrote:*looks at blankly for a while*. So, what does that mean, and how do I fix it? Thanks
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JacksonCougAr




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Post by JacksonCougAr »

Truly is does, lol.
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Post by ExileDestruction »

lmfao. you forgot the "T" in recruitment. That reminds me of when George Bush said "Recruitiment"

lmfao
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JacksonCougAr




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Post by JacksonCougAr »

ExileDestruction wrote:lmfao. you forgot the "T" in recruitment. That reminds me of when George Bush said "Recruitiment"
Dar^

Come'on people. One map will only take you a couple hours if your working effiecntly.
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Post by haloed »

wow.. never knew BSP shades were that useful O_O
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Post by DarkShallFall »

How bout you make a couple random shader swap's in the sbsp tag then launch bsp viewer and mark the location.
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JacksonCougAr




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Post by JacksonCougAr »

hum >_>... that WOULD be faster.
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Post by ExileDestruction »

lawlz...
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Anthony




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Post by Anthony »

I bet I could help you guys out with an app, I need ot see if I can get the source to H2S that I was working on to go with core and h2g

I think I can strip it down just for bsp rendering
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JacksonCougAr




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Post by JacksonCougAr »

sweet; I was actually just thinking of getting someone to get me an App for another related problem. If you could rewrite an app that would swap the shaders of the BSP; then render the changes live; I would be indebted to you.
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Post by DarkShallFall »

I had an idea a while back that your bsp viewer would have a bitmap inject feature then u hit refresh to see how it looks.
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Anthony




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Post by Anthony »

Darkshallfall wrote:I had an idea a while back that your bsp viewer would have a bitmap inject feature then u hit refresh to see how it looks.
yea I was planning on doing that, but right now h2s works with decompiled tags and I havent touched h2core since like a few weeks after we released the last version >_<

so right now im kinda working on a new app that will only do the basics of rendering then we can get some shader info output on it as well
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Post by DarkShallFall »

sounds good
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Post by Picceta »

You know there is a much easier way then testing every single shader right?

When I needed to do this for Headlong I just wrote the name of the shader on each bitmap, then when i played it I could see what went where because the shader name was written on it.

I did this a few times, wrote the shader names on, then skinned the bitmaps while checking what went where by looking at the tv screen.

Haha so much easier dude.. Tedious writing the names on the bitmaps but is a lot easier in the long run.
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Post by DarkShallFall »

I was gunna make a map pack like that, never did. lol
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