#Halo Combat Evolved (2003 Gearbox port)
1 messages · Page 2 of 1
interesting that srgb clamped is more saturated
Why? Shouldn't that almost always be the case?
clamp as in every value above 1 set it to 1?
Yes. Since very little here is above 1, that means it retains the original color and saturation, rather than being compressed by the shoulder of the tone curve.
Colorful highlights will always look more saturated when clamped, at least until they saturate to white (which only happens when all channel components are above 1)
Hue-preserving operators (like yours seems to be) also desaturate colorful highlights by necessity (otherwise hue shift is inevitable)
maybe it's different between blender and games
in my experience games with usually look less saturated clamped
It depends on the operator being used. I guess I also never asked precisely what gamma correction should be applied after your tonemapper. Just standard sRGB?
2.2
Basically the same as sRGB, just with elevated shadows
2.2 vs srgb is a giant rabbit hole lol
Yeah. The right one to use depends on the circumstances.
In most cases it doesn't make much difference
in games it's supposed to be 2.2
srgb will raise your shadows very noticably in hdr (:
it's why a lot of games look wrong in hdr
That doesn't make sense, 2.2 should result in raised shadows. I guess it depends on which direction you're going though, converting to linear vs from linear.
But going from linear to gamma space, 2.2 will result in raised shadows
It also doesn't help that people seem to use the term "linear" inconsistently, so it's difficult to know what someone means by it. I've seen it used to refer to when there's a 1:1 relationship between the physical light value and pixel value (which is the way I always use it), but when it comes to display-related stuff, I often see it used to refer to values which are obviously gamma-corrected (sampling the pixel value would not give you a linear relationship to the light value being represented) but not otherwise tonemapped.
For additional context, here's both a raw (linear) and linear-with-gamma-correction (clamped) version of the previous render
I have your shader configured to accept raw as input, with gamma correction applied at the very end
"raw" input and gamma correction at the very end is correct 👍
I found this comparison interesting
I can’t tell which is better 2 or 3
unironically the top one is probably the most accurate
could always add constrast to the top setup
it's better to start neutral and add ontop instead of baking a "look" into the tonemapper
very good point
That already looks nicer than anything I've seen
My only issue with what was stated was you said more than 4x is redundant and that's simply not true. The only other HALO 2k project is horrendous to the point it's not even worth using those
8x is much nicer than 4x and its proven with the fact anything lower there is a significant quality loss dropping it down. People pay $4000+ for a Gpu with 512bit of 32GB of memory to use this. We need to push it as far as it will go then stop it down off that
Maybe you're right, I'm just speaking from my limited experience with upscaling, I'm not familiar with the most advanced techniques
My thing is I don't think straight upscales from the original game makes sense in this context
like ce's rendering was mostly done in gamma space and the materials were made with gamma space in mind so using upscaled versions of materials in a linear space renderer that applies gamma at the end is going to look odd
maybe if you took the textures applied gamma to them then do the upscaling they would work better but I'm not sure how much better that would be
(assuming that remix linearizes textures on read)
Surely it must be possible to have remix convert sRGB textures to linear on load
no I mean remix probably already does that and the original game didn't so the textures will look weird
In the words of an NVIDIA enthusiast I'm no longer in contact with, there's no reason not to use those. The only exception is if it's destroying the integrity of the normal or specular
Why would it look weird? Original game kept everything in gamma space the whole time, while remix would convert textures from gamma to linear and at the end of everything the image goes back to gamma space again, so they should look basically the same
I'll see if I can pull up a pic real quick
gamma space vs linear space
notice how different the floor is?
ignore the difference in lighting
this is with me manual linearizing the textures in the shaders
very primitive but you get the idea
it's up to personal preference which is better ig but if you want to be accurate to the original you can't just linearize the textures
Other than linearizing the textures then gamma correcting, it all just the original shaders in that comparison right?
yeah
I linearized everything not realizing that the light maps are already in linear hence why the lighting looks funky
If the Blam engine shaders are operating on the linearized textures then that would explain why the materials look wrong – the shader tags are configured assuming most of the textures are in gamma space, so they'll put out the wrong values. That's not an issue since presumably the final RTX release (if we get there, I hope we do) will shade the materials on its own rather than relying on Bungie's shaders.
fun fact: it looks like halo pc's fixed function mode is partially software rendered
very cool gearbox
sounds right lol
i used to play it on an old compaq pc with iirc a core duo (not core 2 duo). it was cpu bound... the igpu wasn't even being fully used
yeah I can see that...
all the "skinned meshes" and scenery objects are run in software lol
I think the bsp is actually fixed function though
we can thank gearbox for every issue on halo ce PC ports
Thanks Randy
yeah
though I have no context for why certain decisions were made with the ports lol
could've made total sense in the situation they were in idk 🤷♂️
Yeah, but one should never pass on an opportunity to blame Randy Pitchford for something
Think about it, the bugs they introduced affected 343 10+ years later lol.

since the bugs still existed in MCC for another 10 years
Some still do, though thankfully 343 did eventually fix most of the visual problems
I think with the assistance of the Custom Edition modding scene
They probably contributed some valuable research and diagnosis info. 343 deserves credit for putting in the work to follow through on actually fixing things though, one of their rare W's
I wish Microsoft would see the value of MCC and let them finish their work
Now I beg for a proper Halo 5 PC Port for its' 10th anniversary (Never gonna happen 😭 )
(also wish Microsoft would release the original Halo Xbox source code, but lol that's never going to happen)
probably will happen we will get the Source OR GoldSRC Engine Source Code (never)
Since I dont have Xbox Live, 99% of the game is unplayable. Only the campaign works bruh
I wouldn't hold out hope for Halo 5 on PC given it's the least popular Halo game, it doesn't make any financial sense to invest in it
well probably get an xbox one emulator at some point
Xwine1
I've still never used Xemu, just seems too complicated to set up
I got it setup, played some online counter strike and Dead Or Alive on it
It pretty much is like i got a built in xbox on my pc, instead of an emulator
is that a bad thing?
it means we can't use remix the fixed function mode for remix.
we need a compatibility mod similar to what xoxor does for other games
I found the game's camera matrices the other day so that should be very doable
oh ok
Would you be doing the xoxor style mod as well?
I'll be attempting it when I have the time
can you show me how to changed the gamma correction? Underground 2 RTx has bad gamma. @hot plaza
you can't change the gamma curve in remix but setting the tonemapping in remix to global and disabling finalize with aces should help
Also give a wide range of hardware support which is the reason these rendering modes exist at all is lower end ATI and NVIDIA or 3Dfx hardware didn't even have the required pixel shaders, since the Xbox is a custom Geforce 3 which functions as a Geforce 4
All specific things in 2003 none of us had a clue of whatsoever. Who knows if Microsoft or Bungie even gave them the proper shader library they would've had to create those thing out of thin air from scratch if they were proprietary to the hardware. With limited time and looming deadlines it met the same fate as the real HALO 2, an unfinished pile of trash with no stencil shadows
Bungie: We designed all these custom effects in the final stages of the game which work on the Xbox alone, since it's exclusive.
Microsoft: PC edition will sell copies give us, we'll outsource
Bungie: Here is prototype version prior to those which still works on PC, good luck that's exactly where we left things.
Still, they left all animations at 30fps. That is something they shouldve fixed regardless lol
yeah I have the feeling they were under a pretty tight deadline
mixing fixed function and software rendering seems like the kind of solution you come up with when you don't have the time to do everything in fixed function
though that could've be common practice back then
-# to be completely honest I'm not very knowledgable about early 2000s pc gaming lol
Funny though, 25 years later we still haven't properly replicated 2001 effects
We're getting there, NVIDIA stuff is an afterthought, yet the closer we are to source easier it is. Also those are things that Remix can do to, except much nicer
remix will surpass the original visually pretty easily I think
More so refering to accuracy, namely the shaders and flashlight.
This has a real shot now if they ruin Campaign Evolved
need to do testing to see if chimera works with the camera stuff 🤔
remix doesn't do animation interpolation so it would be really nice if I could use chimera
Id rather play this then campaign evolved (its cuz im broke)
https://www.youtube.com/watch?v=yuK-oafQP1s I don't know if you guys saw this/have thoughts about visual direction of your mod vs the remaster/remake. If you're planning on replacing models and adding extra geometry vs preserving readability?
In this video, I discuss why low-poly games can be just as immersive and captivating as high-fidelity titles.
I'd argue that readability has much more to do with game design than raw graphical fidelity and you can maintain distinct readable silhouettes with higher poly models.
For an example, if you look at the CE elite, their armor is very glossy (almost like iridescent blue car paint) and I think that was intentionally done to help them stand out from the background. That's the kind of thing I will want to maintain with the higher fidelity rendering.
Nice!, do you think the orange sections on the elbows are supposed to be emissive? Also how much extra geometry do you think you are going to add to the environments?
Pretty sure they are supposed to be emissive
I think the forerunner structures should mostly stay the same but the natural enviorments should be much higher poly
something like this
-# this is a render I stole from reddit fyi
I agree
Truth nuke
Id love to see what h4 and h5's forerunner artstyle would look lik with rtx
Chrome-plated vomit
more detailed classic ring model, WIP
Ah, that old message. Never gets old.
this is my first time seeing it actually lol
-# in this case it's caused by my wip compat mod lol
-# honestly kinda glad that it crashes on startup
-# tells me I'm at least doing something
okay I think I figure out what I was doing lol
turns out if you name your hook d3d9.dll and don't provide all the d3d9.dll functionallity in your hook it will just crash on startup
-# yes this is my first time doing this don't judge me
I like Halo 4 and 5's artstyle and I'm not afraid to say it
much prefer 4's over 5's but they're good
not ideal for a ce remake though I think
They are doing what looks like an Infinite artstyle
The AR looks a little odd
is there any progress updates?
nothing worth showing
Except this xD
what am I looking at?
:p
want to send vid but too big
give me a bit
the menu one btw was super har to navigate. IT KEPT MOVING AROUND THE SCREEN
yeah it does that if you don't tag it
odd
maybe one of the black textures counts towards it too
that's a modded campaign, right?
oh lol
I haven't touched the multiplayer at all
oh it might be pickup on a seperate camera
lol
not sure how remix decideds which camera to use or how any of that works
you're using vanilla remix, right?
what ever i already had installed to it. Was about to switch to the Extended shader build why?
extended shader build without useff would probably work better
here is the build
should I disable useff or try with useff first?
without useff
the extended shader build won't look any different with useff
really quick, whats the chances of getting h2 vista to work?
oh not this again bro, the splash is stuck on screen. gonna see if i can remove it via something here
could someone get halo 2 vista working? probably
is it currently completely broken? yes
interesting
if you tell remix to ignore all the bump maps the flicker should be noticably better
huh this campaign is soi's adventure
hearing some odst music
anywas is there a way to stop all bodies appearing in my view when im near?
not that I know of
Anyone wante to tackle some of the character models?
Like the elites?
If I get time that is
If this ever get's off the ground I wanted to use Jordanspartain's models but if you feel like you can make something better go for it
I will still probably be doing them as fan art pieces either wya so it is a win win for me
are you modeling over the old assault rifle model?
-# I'm not a blender guru
pretty neat
Yeah I got the MA5B
I will obviously add details to it to make it more detailed. I will try to keep it as faithful as possible though so I do not get slaughted by the community haha
Thanks I do want this one to follow the design cues of the MA5b as much as possible. Within reason though as the HALO CE model is so low poly some stuff doesn't make much sense
and yeah HALO fans terrify me
The original CE model doesn't even have a trigger
really? wow
lmao
So some "liberties need to be taken imo
probably smart
hopefully make's the older animations not look so wonky
Lucky there is a good model off artstation I can use as reference to also help get ideas
This asset was created for use in The Cole Protocol, a Halo Arma 3 Total Conversion mod, developed by Black Element Studio. Heavily inspired by the Assault Rifle seen in Halo: Combat Evolved, the MA5B in Halo Wars, and the MA5D from Halo 4, this model sports the original MA5B proportions with additional details being stemmed from Halo Wars and a...
I love how faithful looking his model is
It strikes a good balance
I reckon we can try to aim for a bit more definition but always within reason
yeah
Remix is shockingly chill with high poly models
I always strive for good topology and polycounts either way as silouhette is what counts more
wonder how replacing the ammo counter would work in remix 🤔
You can also use Marcus Lehto's model as a reference for the mesh (not for the textures though)
Yeah true. What they did for HALO CE was they made all the numbers as alpha textures but yeah I wonder as well
Marking them as legacy emissive might work
maybe?
This is great stuff
Is this gonna be used as is or will it be baked into LP later on?
It will be baked into a loew poly
For me efficiency is always key\
Gives me a chance to have a cleaner mesh too as High poly meshes can get messy sometimes
I like the little sci-fi aspect that you put in
cheers. I am happy as long as it still stays true to the MA5b so I dun get backlash from halo fans. Halo fans can be brutal lol
You're putting in genuine effort as always. That's what matters. Looking forward to the end result 
The extra crap around the barrel doesn't serve any purpose
Modifying the design can be justified, but there has to be some reasonable purpose behind it
For example, a good change to make would be moving the ejection port from the cheek rest down to the same level as the barrel (when you get to that point)
So get rid of or move this forward?
I'd say get rid of it. As cool as it would look to turn it into a flash hider, that wouldn't be consistent with the iconic muzzle flash we see in game.
too easy
Or you can make two versions, one with a bare barrel and one with a flash hider
easy enough I just hid it if I want to use it
Variants are always nice
lowly getting it done
slowly
maybe instead of using array to duplicate 59 more 7.62mm fmjs I should just be a masochist and copy them one by one
/j
I have no idea how Marcus managed to fit even 30 of them in there, let alone 60. I tried it out myself and that magazine can hold AT MOST a whopping 18 rounds of 7.62 NATO as modeled
making a new, larger magazine and filling the available space as much as possible could get you up to 24 or something
this is why full size cartridges are bad for standard issue rifles, it seriously limits ammo capacity
(the US Army is trying its best to re-learn this the hard way for reasons that defy comprehension)
/rant
Doesn't the sequel hold 32 rounds in it? Or was that specific for the burst Variant
ARs have varied between 32 and 36 rounds in subsequent games, but that's still twice as much as it could realistically hold of the ammunition it supposedly uses
interestingly, the Halo 1 shotgun actually CAN hold 12 rounds of full size 8 gauge shells as modeled
I could give this one a benefit of doubt because I can't really challenge game logic and second, it was Bungie's first Halo game so there's a room for refinement that wasn't initially explored in terms of weapon accuracy
Yeah, the weapon stats in game have always been driven solely by game design considerations, not realism
I don't fault them for that, I'm just talking about the consequences for when you try to reconcile the physical design, game stats, and lore
Still amusing that the AR had 60 rounds. It was pretty fun mowing down enemies. But it burned through ammo fast
The Halo 1 AR was really an SMG wearing a rifle skin
The 5B holds 60 which I have them modelled at 1:2 relative to bungies rifle size. They are "to scale" ut based on doubling the actual size...Still yeah how that gun holds even 30 I would love to know
cause...
I know they need to be rotated I was just doing a comparison
@olive spindle I found one shader responsible for creating the white material effect even on rasterized rendering (when disabling it)
Everything looks white, no textures
I think it has something to do with the bump maps but I'm not 100% sure. ignoring the bumpmaps in the remix gui with the "fix function" mode or with CR's shader build works
also what remix build are you using? lol
ahh
I can send you the shader dump if you can look into it
yeah I can take look when I get the chance
The game also doesn't need any fake cam of any sorts, it already sends Set transform calls on its own. The likely problem is shader incompatibility which can be modified 👀
I'm on Halo combat evolved so that's the OG pc port...might differ from the custom edition 🫣
I've been using OG PC too for the longest time
-# the thread name is technically wrong lol but I haven't felt the need to change it
but you're sure you aren't using any launch arguement or anything?
Nothing, just straight up messing with the shaders
Even found the warthhog lights for which you can change it's size and position
Haven't figured out the colour though
i can detect the set transform calls and round trip them back into through the proxy
(fucking fraps sending .bmp image, sorry)
this is what im talking about
probably just means that stuff is drawn with shaders, no?
yep
Halo needs a special remix build to not crash on launch so I'll need to check if actions still has it lol
do you have a way of injecting modified shaders?
yes
the shader tab lets you edit asm live
nice
SM 1.1 is asm only
dcl_position v0
dcl_normal v1
dcl_binormal v2
dcl_tangent v3
dcl_texcoord v4
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp4 r10.x, v4, c11
dp4 r10.y, v4, c12
mov oT0.xy, r10
mul oT1.xy, r10, c10.xyyy
mul oT2.xy, r10, c10.zwww
mul oT3.x, r10, c11.z
mul oT3.y, r10, c12.z
// approximately 11 instruction slots used```
Disabling this shader causes everything in the world to go blank or white
except for the viewmodel and other different model transforms
those are rendered in separate render passes, per object per-draw
so here im tampering with the asm code live and injecting the modified shader to see the results
if you're good with shader asm, then you can definitely just do cool shit
here, i changed dp4 oPos.z, v0, c2 to dp4 oPos.z, v0, c1 which causes the diffuse to go missing, only normal/bump map renders though. (probably because i don't know what im doing lmao 😂)
what I'll probably have to do is cross reference the shaders with MCC CE
they're DX11 but MCC but it has all the constant buffer sames so it's easier to follow
that's a good idea, i can devise a guide for what each shader does (using AI analysis) then it might be easier to edit them per need to get the game properly rendering
then maybe if you fancy, a FF compat mod
think I might know why this happens
remix assumes the base color outputs in the 0 texture slot
so oT0-oT3 are the outputs
try changing what gets oT0
I will try today
@olive spindle can you explain how I might do that?
as an example I think you can just change mul oT1.xy, r10, c10.xyyy to mul oT0.xy, r10, c10.xyyy and mov oT0.xy, r10 to mov oT1.xy, r10
shader assembly really isn't that scary
Oh okay
Ugh, haven't reached home yet but I don't really know if I could confirm results as I'm gonna be doing this without remix
@olive spindle changing the textcoord does something such that the different texture maps are switched
No idea how to explain the effect, best see it yourself
got any screenshots?
||(unfortunately I'm gonna have to test it after work, was trying to get a screenshot but game was acting up. sorry for the wait)||
mov oT0.xy, r10 to mov ot1.xy, r10
here's with no replacements
i've changed every other instruction after it to t0 as well, results are different each time
interesting...
forgot that I need to take a look at my remix fork again
juggling so many projects right now lol
Everything I've tried either messes with the base texture scale, or the terrain blending texture as you can see in the oT2.xy, r10, c10.zwww to oT0.xy, r10, c10.zwww where I assume it's either a terrain blending texture or light map
managed to get it somewhat working with xoxor's compat mod template
only works while looking a certain angles
the template isn't as overwhelming as it looks
How are you trying to make it work?
just handing the the view and projection matrices to remix via settransform
the the "only works while looking at certain angles" is probably because I used copilot
wanted to get a feel how everything works in the template
starting from scratch and redoing it and using what copilot did as a reference for the project structure
You have to send view and projection settransform calls per frame but for the world matrix it has to be per drawcall
have any example code for that?
Unfortunately no I do not, this is what xoxor4d told in the Metal Gear Rising thread when we were trying to understand how to make a ffp mod for it.
It makes sense since most of the shaders handle different parts of the meshes drawn on screen, there's one for the trees, view model, map etc etc. View and projection are set once per frame but world matrix (I think) has to be cached per object and sent right before the final draw to remix.
What's really bothering me is that it already kind of works with remix. Because all of those SetTransfrom calls already exists
I know the feeling...
this game has always been super close to being workable lol
The shaders have to be converted into standard FFP code if you're going to use the comp base, it'll work great. I think most of the vertex shaders are vs1.1 which is possible to be emulated by ffp
true
for right now though I'm focusing on the camera matrices
game works shockingly well with CR's fake camera matrices build so I figure the will be in a much better spot with the real ones
like this is with CR's build
https://youtu.be/wcpRhJ9tm9M
Do note that even if the game renders by forwarding the matrices on your own, it's still using vertex shaders for its rendering. Remix intercepts them and you'll get a working game but mesh replacements would be impossible, they won't work
yep unfornately
Fallback light following the camera 
interesting
actually one of the videos I have doesn't have the light following the camera
https://youtu.be/vhZAyXHVhhA
no sure how I did that
Now this looks better
I'll have to figure out how I did that lol
I know I was using CR's build because the fp hands wouldn't be stable in the "fixed function mode"
wonder if it would be possible to force the game to use the fixed function stuff for some things but not others
because in that mode the bsp is fixed function I think
I'm super stoked, we're right on track for a 2038 release 😎

(all jokes aside, I love seeing any and all progress)
WIP
Lost a lot of work on it as it did not save 🙁
Amazing redesign
actions build of remix that doesn't crash on startup with Halo CE
need to figure out why the camera matrices aren't being handed off properly
then I can mess around with vibe toolset
for the really cursed games, patching out the weird behavior from the original exe might be the best approach
and the vibe toolset can def do that
yep
so I've been passing the camera matrices correctly but I'm not getting them correctly?
something like that
fake camera matrices work though
Wdym
my code is borked somewhere :p
We're in
Is it working now?
I was able to pass the actual camera matrices to remix
need to see how stable everything is
You figured out how to pass per draw world transforms properly?
ah
maybe do static analysis from PIX graphics debugger to see how a single frame is constructed
it involves a lot of shaders
probably going to end up using the vibe reverse engineering toolset
there's a ton of reverse engineered stuff for halo out there so I figure it would probably work well
That would be sick
It would be nice if you could link the reverse engineered sources with the vibe reversing toolset
That way it would have even more clarity instead of blindly diagnosing everything
Kim was able to point it so REed barnyard stuff
most stable I've seen it but that's not saying much :p
Chat did he cook? 
so I managed to mostly disable the culling
still working on the scenery object and biped
do you have a showcase footage of it working? if its in good state yet
I do not
it does look like its working in the above screenshot so that's something 👀
wanna see if I can get fixed function working
Wow that's damn nice
have fun (:
you need this actions build
the compat mod isn't anywhere near being finished but I thought I should post it
everything is still rendered shaders and scenery objects and bipeds are still culled
@kind pollen be curious to see how it looks with some lights placed
If everything is rendered using shaders then light/mesh replacement will not work
even lights?
yes
damn it
Unfortunately all shaders related to rendering have to be converted to FF like with mgrr
I have no doubt it's doable tbh
i'll be updating my proxy template and stuff with all of the new features from MGRR (including actual skeletons). maybe it'd be worth doing the proxy atp
I modfied xoxor's template to use a proxy dll
combat evolved and latest patch
I found the ffp template seemed very fixated on trying to get the camera matrices from shader constants eventhough I already have them for whatever reason
unless you alway have to go through the shader constants
it does need to find some stuff for other things afaik
wonder if I can get it to use the existing fixed function mode but only on the bsp...
that would be something at least
one of the things my proxy does is dump a log of constants and matrices for claude to look at. it helps with a lot of things. the main workflow is designed around it and reading the logs
could just use the proxy for that task tbh and use it to build out the original fixed function mode
could
if i work on it at all, what would you want me to do
If there's a way to have what you did for mgrr (that is shader pipeline --> FF Pipeline) then it would benefit other shader games as well
see if you can get the scenery objects / bipeds not to cull and see if you can get it to run under fixed function would be great
would you prefer i try to fix the game's original fixed function mode?
instead of a proxy
the proxy does have the benefit now of having a good baseline for skeletons and stuff too
but obv a normal fixed function mode would have that already
I mean you can try the original fixed function but all the scenery objects / bipeds are rendered via software
I think
then tbh i think making a proxy is the best bet
yep
i'll prob start from scratch based on my code, then integrate the changes you made in yours after mine is stable
you said you have the matrices already?
yeah
very nice
I got permission to use whatever I wanted from the Halo CE VR mod :p
neat
claude wasn't able to do it
Amazing!
very
have to save the rest of my credits to work on a game of my choosing. probably burnout paradise
I hope you can get it working
honestly starting to think that all the halo pc ports are cursed lol
no idea
.
have a cursed idea
going to have copilot look at the signatures for chimera and the vr mod before running any scripts
Chimera did what? What did I do? 😅🙃
Just kidding
I know this was something else I just wanted to make a funny considering my system is called chimera
Who's chimera and why isn't Halo Path traced already
Hurry up @proud fox this is unacceptable
Lil a bit of self deprecation jokes
Hurr hurr
Have you fed any of the ai models info on blam as a source?
kinda
didn't work super well
currently retooling kim's template in hopes it would use chimera and the vr mod as proper sources
You might need to teach it yourself with info you learned to build on it.
yeah...
the idea right now is to get something that half way works via vibe coding and then redo it more or less
that's what I did with the compat mod I posted above
I think the approach here has to be taken simple, and likely be rebuilt without the xoxor base comp mod as it might be complicating things
Let the vibe reverse engineering toolset figure it out on its own
It has proven quite effective after testing in under a single day
I'm using kim's proxy template right now :p
And this is with the paid copilot extension for VScode?
Because atm we don't even need their 4.6 opus model, it has been optimized to run better with less token using with just sonnet
I just cannot think of any other way why it isn't working for you yet
it's doing a whole lot better with looking at chimera and the vr mod ahead of time
it actually caught that the game uses SetTransform and SetVertexShaderConstant this time lol
okay finally go something rendered via fixed function lol
granted it's just the hud but still lol
ah...
rip think the meshes are in pre transformed to worldspace.......................................................
@jolly willow would you be interesting in taking a crack at Halo CE?
hmmmm vibed says it only uses pre transformed vertices for the ui
the way the game renders is incredibly cursed
none of the logs that my proxy code dumps are actually useful, which is the first time that's ever happened. and the entire workflow for my proxy is based on that log (there are alternative solutions but not as effective) so it gets stuck and goes in circles
part of what i'm working on rn is optimizing the prompt so that it properly utilizes other tools if this happens
(curse you gearbox)
honestly I think a lot of it is on bungie too lol
everytime people have tried to port the bungie halos to pc they've been cursed in some way
what about targeting the xbox version? 
the xbox emulator that kinda works with remix doesn't work with halo
ah
okay I believe I found the game's actual per object world matrix
c29[a0.x]
c30[a0.x]
c31[a0.x]
it's this I believe
vs_1_1
0x00000004: dcl_position v0
0x00000010: dcl_normal v1
0x0000001C: dcl_binormal v2
0x00000028: dcl_tangent v3
0x00000034: dcl_texcoord v4
0x00000040: dcl_blendindices v5
0x0000004C: dcl_blendweight v6
0 0x00000058: mul r0.xy, v5, c9.w
1 0x00000068: add r0.xy, r0, c5.w
2 0x00000078: mov a0.x, r0.x
3 0x00000084: mul r4, v6.x, c29[a0.x]
4 0x00000094: mul r5, v6.x, c30[a0.x]
5 0x000000A4: mul r6, v6.x, c31[a0.x]
6 0x000000B4: mov a0.x, r0.y
7 0x000000C0: mad r4, v6.y, c29[a0.x], r4
8 0x000000D4: mad r5, v6.y, c30[a0.x], r5
9 0x000000E8: mad r6, v6.y, c31[a0.x], r6
10 0x000000FC: dp4 r0.x, v0, r4
11 0x0000010C: dp4 r0.y, v0, r5
12 0x0000011C: dp4 r0.z, v0, r6
13 0x0000012C: mov r0.w, v4.w
14 0x00000138: dp3 r1.x, v1, r4
15 0x00000148: dp3 r1.y, v1, r5
16 0x00000158: dp3 r1.z, v1, r6
17 0x00000168: mul r1.xyz, r1, c10.w
18 0x00000178: add r5.xyz, -r0, c4
19 0x00000188: dp3 r6.x, r5, r1
20 0x00000198: mul r6.xyz, r6.x, r1
21 0x000001A8: mad r6.xyz, r6.xyzz, c4.w, -r5
22 0x000001BC: dp3 r8.x, r1, -c21
23 0x000001CC: mul r11.w, -r8.x, c12.z
24 0x000001DC: max r8.x, r8.x, r11.w
25 0x000001EC: dp3 r8.y, r1, -c23
26 0x000001FC: max r8.xy, r8, v4.z
27 0x0000020C: mov r7.xyz, c25
28 0x00000218: mad r7.xyz, r8.x, c22, r7
29 0x0000022C: mad oD0.xyz, r8.y, c24, r7
30 0x00000240: dp4 oPos.x, r0, c0
31 0x00000250: dp4 oPos.y, r0, c1
32 0x00000260: dp4 oPos.z, r0, c2
33 0x00000270: dp4 oPos.w, r0, c3
34 0x00000280: mov oD0.w, v4.z
35 0x0000028C: dp4 r10.x, v4, c11
36 0x0000029C: dp4 r10.y, v4, c12
37 0x000002AC: mov oT0.xy, r10
38 0x000002B8: mul oT1.xy, r10, c10.xyyy
39 0x000002C8: mov oT2.xy, r10
40 0x000002D4: mov oT3.xyz, r6
41 0x000002E0: dp3 r5.w, r5, r5
42 0x000002F0: rsq r5.w, r5.w
43 0x000002FC: mul r5, r5, r5.w
44 0x0000030C: dp3 r5, r5, r1
45 0x0000031C: mul r7, r5, c13
46 0x0000032C: add oD1, r7, c14
47 0x0000033C: dp3 r8.z, r0, c6
48 0x0000034C: add r8.z, r8.z, c6.w
49 0x0000035C: add oFog, v4.w, -r8.z
praise the renodx devkit
and it looks like the bsp uses c0 - c3
0x00000004: dcl_position v0
0x00000010: dcl_normal v1
0x0000001C: dcl_binormal v2
0x00000028: dcl_tangent v3
0x00000034: dcl_texcoord v4
0x00000040: dcl_normal1 v7
0x0000004C: dcl_texcoord1 v8
0 0x00000058: mov r10, v7
1 0x00000064: dp3 r7.x, r10, v3
2 0x00000074: dp3 r7.y, r10, v2
3 0x00000084: dp3 r7.z, r10, v1
4 0x00000094: dp3 r7.w, r10, r10
5 0x000000A4: dp4 oPos.x, v0, c0
6 0x000000B4: dp4 oPos.y, v0, c1
7 0x000000C4: dp4 oPos.z, v0, c2
8 0x000000D4: dp4 oPos.w, v0, c3
9 0x000000E4: mov oD0.w, r7.w
10 0x000000F0: dp4 r10.x, v4, c11
11 0x00000100: dp4 r10.y, v4, c12
12 0x00000110: mul oT0.xy, r10, c10.xyyy
13 0x00000120: mul oT1.xy, r10, c10.z
14 0x00000130: mov oT2.xy, v8
15 0x0000013C: rsq r7.w, r7.w
16 0x00000148: mul oT3.xyz, r7.w, r7
17 0x00000158: mov r7.xyz, c16
18 0x00000164: dp3 r7.w, v1, c13
19 0x00000174: mul r7.w, r7.w, c13.w
20 0x00000184: max r7.w, r7.w, v4.z
21 0x00000194: mad r7.xyz, r7.w, c15, r7
22 0x000001A8: dp3 r7.w, v1, c14
23 0x000001B8: mul r7.w, r7.w, c14.w
24 0x000001C8: max r7.w, r7.w, v4.z
25 0x000001D8: mad oD0.xyz, r7.w, c15, r7
assume that's the world matrix I've been already using...
c0 - c3 might actually be a view projection matrix
The Blam engine was originally created for PC, so it's weird that it would have gotten that screwy when they pivoted to Xbox in the final year of development
The E3 2000 era build runs natively on modern PCs
Well yeah of course
then gearbox did gearbox things to it
think bungie just had a very "bungie way" of developing their games so whenever people outside of bungie would touch the games chaos would ensue lol
like blam! uses lisp for scripting
and in 2000 they were apparently targeting Glide of all APIs
Some of the stuff they did was (allegedly) to make it more compatible with older graphics hardware, but other things like using pre-release assets just make zero sense, unless it was Bungie that screwed up when providing them
managed to get atleast something rendering via fixed function besides the hud
ayyyyyy
isn't she beautiful?
working off the assumption that having all this disabled means it's fixed function
hype
I think it's borked because the other camera matrices are messed up lol
gonna rewrite the proxy by hand
even got the tree imposters lol
if I disable the noise texture I can see a bit of the bsp too
📸
@woeful condor 👉 👈 would you be able to update the pbr sky stuff to the latest remix? I tried to cherry pick it into my build for halo and ran into merge conflicts
once i get the cloud stuff done I can, but it might be a bit until that happens, dealing with some irl stuff atm.
okay no worries
I can probably handle the merge conflicts myself
-# was just being lazy
fixed function go brrr
Well most of the BSP is rendering, so that's a start
Now just make all skinned meshes FF compatible so we can work on the models 
I'm hoping claude will magically fix it if I give it the gxbmodel modder doc and the gbxmodel vertex shader
but thats for tomorrow
amazing work dude
should be able to
IMma do a paint over of the ma5b as well so I get a good idea how I am going to approach the textures
the vertices are kinda messed up on the skinned meshes
a tiny bit
and the hud / ui doesn't work
and the bsp disappears at certain angles
also proper culling patches
we have entered the end game bois
(the hud is still rendered via shaders but everything else is fixed function)
and to think people thought this game wouldn't be possible
We all constantly tried and it got us here
this game is going to look so good
planning on gutting remix's tonemapping
maybe a few other under the hood changes
Is there a way to test your current implementation without remix?
wdym?
Test ffp but no remix
maybe
why?
I don't have access to test with remix but would want to see the code and test after compiling it on my end. Sorry if this sounds like an odd request
I can drop the proxy code here in an archive real quick
beware the code isn't very readable because it's slopped together
Thank you. I have no intention other than to test it out in its current stage
once I smooth out the vertex stretching issues my plan is to fold the code back into xoxor's template
should make it easier to maintain everything I think
have to say it does disable all shaders except for the UI, but i can't see any geometry
but that's expected
i thought maybe i could see the game rendering in ffp
😓
it was working for me without remix
i used the precompiled d3d9.dll and the ini file for now
are you using patch 1.0.10?
@olive spindle it's working 👀
nice
The only borked thing are the skinned meshes and the bsp missing parts of the game level
how much manual work did this require? and what was the general workflow to get it to this point?
not a ton of manual work actually
mostly me just being smarter with prompting
vibe did a lot better once I gave it shaders I ripped from the game using the renodx devkit
and making sure to tell vibe what the shaders actually do
also telling vibe to look over chimera and the vr mod before doing it's own reverse engineering helped a lot too
I think have exact details pointed out still messes things up, regardless if you even wrote the exact solution
yus that helps it a LOT. i had a shader dumping script made for MGRR that helped too
Helps that CE's shaders are only like 20 lines long lol
pretty easy to follow
also gave it some docs from this sometimes
https://c20.reclaimers.net/
claude seems to work better when you give it more info to work off of
yus
i've tried my best to explain how to approach doing this, but there are so many factors that it's really hard to convey properly
just have claude refine your prompt before you give it a task :p
easiest solution imo is to put it into plan mode and explicitly tell it to ask any questions for things it doesn't know
i have never had it fail after doing that
smart
haven't really used llms for any serious work before
kinda crazy how much it's able to extend my abilities lol
yeah sometimes you really have to baby sit it
for an example it really wanted to use constant registers for the camera matrices eventhough I have the offset to those lol
yus
for issues like that, it's also worth looking at the prompt files we made for it and editing them
I'd say let it do it's thing
to a degree that's good, but other times it does ignore actually useful info
A prompting documentation in this server somewhere would benefit. With live examples
yeah that's what I ended up doing
Perhaps you can set one up when you do Wolfenstein?
😖
if i have time and energy
it changes a lot per game
like i just... kinda know what to do because i've been using LLMs for so long? it's REALLY hard to explain the logic behind it
So it's a chance based. any successful prompting just sort of happens?
nono it's not chance based at all
Kind of at the mercy of AI if you ask me 😅
there's a lot of logic behind it
It's kinda like getting a younger sibling to do something they don't want to do
i'll give an example
for burnout paradise, it kept wanting to follow the system prompt (e-man's) instead of my prompt. i ended up creating a prompt structure with required information specifically for that game. something like:
```we are making a wrapper for burnout paradise. the game is in the workspace, do not look for it elsewhere. if you need to perform static analysis, look at burnoutparadise_dump.exe. if you have any questions, ask them instead of assuming
refer to the knowledge base for information on addresses and previously discovered information through RE```
ifi didn't do this, it would look for the wrong burnout paradise folder. it would use the original exe instead of the dump (which was obfuscated). it would assume various things about the game and remix instead of asking. and it would try to RE things that had already been done
in later prompts i would suggest specific tools or workflows to get more information, like dumping shaders to RE them. or doing live analysis (you need to use REALLY good prompting + timing to make this work unfortunately)
the ideal way to perform live analysis IME is to launch the game, get it in-game. then give claude the PID and tell it to hook. then switch back to the game and just play for a bit while it does w/e it needs to
I'm really sad that burnout paradise was not possible to get RE'ed with this AI tool
yeah 🙁
relatable lol
It's the same logic
at least it is for me :p
also it is fine that the hud is being rendered via shaders, right?
yus
totally
sick
hud is just a UI element, remix itself ignores and it passes the raster layer over
just need to clean up the culling and figure out why the skinned meshes are borked
I assume mgrr has world space hud, how was this managed
well
hours of suffering
in the end what needed to be done was the workflow i outlined before
tell claude to set the proxy logging timeout to 60 seconds. get in-game, make sure the hud was visible, then tell it to debug the UI based on the log
i'm sure this could be done with live analysis to some extent, it's just SO difficult to make that work that i rarely use it
It would be wildly more entertaining and fun than the things I am currently engaging with but alas I feel totally screwed with the current workload bestowed upon me irl, for the next month atleast. If I can walk out of this with my sanity intact you bet I will revert back to these things.
skinned meshes have been fixed
We're so close
just need to properly patch out the culling and the largest issues are solved
This is so damn hype
the culling is kicking my butt lol
Ask the ai if there is a more efficient method maybe?
what seems to be the current issue rn
there's multiple parts to the whole culling system
when I get one part disabled another acts up
is there any documentation on this culling system?
it would probably help instead of the AI guessing
there is some but it's not super specific
chimera has some signatures to some bsp and visibility stuff
think I'm going to have to give claude a very detailed readme
just give it a snippet, full detail might backfire
gta 3 had like 4 layers. not surprising to hear that another game does that shit
ofc it's this game 
easily one of the most cursed games i've ever messed with
bungie is responsbile for this
the game has frustum culling for the bsp, a seperate frustum culling pass for the skinned meshes, portals, and clusters
is Haloscript usable in Combat evolved?
i think you can use it in custom edition but don't quote me on that
There are certain commands which goes in favour of what you're trying to achieve
Like
To force the game to render all clusters and subclusters in the PVS, enable structures_use_pvs_for_vs.
okay so, we have this from here https://www.ign.com/wikis/halo-combat-evolved/PC_Cheats
Open the properties window of the Halo shortcut and add “ -console –devmode” after the target. Start the game with the -console -devmode command line parameter. Press ~ during game play to display the console window
can you ask AI if the scripts from that link exist in the game?
probably stored as a string or dword
it is in the executable
just checked with a hexeditor
wonder if just forcing (debug_no_frustum_clip [boolean]) and (structures_use_pvs_for_vs) would do the trick lol
Requested function "debug_no_frustum_clip" cannot be executed now
can you trace back where this check comes from
Using AI live analysis
We can search the call stack and find where it's setting this up
and where the check is for disabling certain commands, then reenabling them
I've actually force enabled DebugNoFrustumClip before
how can you force enable it
shared::utils::hook::set<uint8_t>(0x00710321, 0x01);
shared::common::log("Game", "NoCull: DebugNoFrustumClip applied",
shared::common::LOG_TYPE::LOG_TYPE_GREEN, true);
from the compat mod I uploaded to github
There has to be a way to just enable the commands in game
Like a debug mode? Should be possible this is custom edition.
No I think we're working on combat evolved
I mean this remix project is stated to be custom edition
#1097963421619720392 message
Oh bet thanks
ideally it should work with both I believe
Custom might be better for you to focus ai work on because it is a much meatier version of CE from what I hear. But I am no expert.
yeah it's hardcoded right now
will switch over to proper signatures when stuff is working
sigs and byte search is pretty much the best solution here
bruh this game already has ratrace mode /s
So many commands are just not usable or locked
hmm. No use getting it to work. Since these might be locked due to us being on a retail build
Lmao
Anything new today?
I haven't touched it today
about to start working on it
don't wanna burn myself out
Aye it’s all good, if you hit a brick wall don’t be a stranger. Ask us stuff if you have trouble with the ai.
If I can't break the culling in the next few day I'll post what I have on github so things won't get deadlocked
disabled the frustum culling on the bsp and got it to render all the clusters but the ground geometry only renders for the current cluster the player is in
need to fix that somehow and remove the frustum culling on the skinned meshes
I say use a different ai if you get deadlocked, that might code you out of the corner.
okay figured out the bsp culling
apparently I was running into surface / visibility limits
and chimera extends the limits
so using the same patches chimera does fixes it
still need to fix the skinned mesh frustum cull
and culling on the skinned meshes has been nuked from orbit
yay!
So there's no problem whatsoever now?
I know converting game lights to D3D equivalent is pretty much useless because of max 8 lights hard limit with directx9
So there's something else that can be done
after some more testing I'm still running up against culling issue... 
bulk of it is gone
just some parts are being pesky
open source licenses are fun :p
since Chimera is GPLv3 the compat mod has to be under GPLv3
not a big deal
just annoying since the proxy template is MIT
running up against surface limits (:
Is the culling at least at an acceptable level?
Like is it still that bad as the original?
so if it goes over the surface limit parts of the bsp won't render (so currently whole zones won't render in front of the player)
if I can't figure out a way to increase the surface limit further I might have to skip forcing the game to render all the clusters
the game tries to render the two clusters right next to the player I think so it's not a huge deal if I can't force all the clusters to render ig
okay I got something kinda working
but I think someone is going to need to go through an trim down the bsp's poly count
can you render atleast 1 cluster per main one you're already inside on all directions?
currently, is rendering a full cluster possible or just within the same cluster (sub clusters)
i assume atleast the blue, yellow and green can be made visible
as to not tank the performance
so it can render everything but to 32767 polygons
most of the time that seems fine but like on the pillar of autumn it will run up against that limit way faster since it's much denser polygon wise
I need to learn how the culling actually happens then, because that means at this max limit. It'll turn off visibility per triangle?
not per triangle but yeah something along those lines
Can't we just bypass the 32767 poly limit, or would we run into 32bit limitations?
This is kind of hard but hopefully you can think of a solution
I tried
everything breaks if I try to do that
think the solution is to trim the bsp in problematic areas with the mod tools
We can edit the map to be low quality? Then use Remix to bring it up to par using high quality PBR and height maps
that's the idea yeah
32,767 polys isn't as limiting as it seems
all of this renders fine
can you show some extreme examples where its problematic?
maybe the clusters are too big that the near ones just don't render
Ah
Maybe for this level it does needs a custom modded level
that or just make the proxy have an exception of this level to have the basic cluster culling system enabled
Such that it doesn't require additional work on your side
and I've used up all my copilot trial lol
really want to see this with CR's sky stuff
😓
dw bro, i think something can be done to finish the compat mod
I mean the skinned meshes and the culling is to the point where we can at least start playing around with toolkit stuff I think
haven't messed with the toolkit at all lol
do you need any help with it?
we can set up a few lights around
and maybe look over at textures for replacements
sure
Do you have the toolkit installed? If not get the latest from here https://github.com/NVIDIAGameWorks/toolkit-remix/actions
holy hell github action downloads are slow lol
once you create a project for halo, you can then load a capture play around with the settings. This guide can help you around with the different stuff the toolkit offers https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/1.2.4/docs/gettingstarted/learning-toolkitsetup.html
gochiefgo pointed out that the lightmap material is probably contributing to the poly count which I would've never thought of
might not need to trim down the bsp after all
@olive spindle i'm going to be pushing some new changes on my fork of vibe tools, it should fix the issues with skinning (or give claude more leads to fix it in your game, at least). you'll want to pull the changes and ask it to look at the new template & try to diagnose the existing proxy code based on it
in ~10 mins for the push
it's based on the FNV code
thank you
here's a summary
it will now default to simpler bone detection in some ways, with options for it to implement more a complex method if the game requires it (instead of defauling to the complex one, which many games don't need)
and a lot of other improvements
also going to attempt to write a script that'll help it find find these
FNV needed a small one byte game patch to fix skinned meshes
At some point we also need to look into expanding compressed vertex data
It would improve major compatibility issues with other games
iirc that is already supported with wolfenstein, though it's really broken
I think DS1 will have to be looked at again if that's the case
@olive spindle it's ready
just to clarify
that's why it's so difficult to get working properly
the template code for skinning supports this as well. up until the last change, it was actually the default behavior
Oh it's for skinning. Hmm, how does it identify if the vertices it's processing is normal or compressed in the first place? And does it only apply for skinned meshes only or anything being rendered
the log file for the proxy dumps matrices and a whole bunch of relevant rendering information. it has a 50 second delay, gives you time to get in-game to get relevant information. it reverse engineers the format from there + static analysis
and skinned meshes only rn, though i'm sure it could be expanded to all rendered objects
this behavior caused a lot of the issues with FNV. it was assuming behavior that was complex when it was really quite simple
i imagine some similar issues have happened with halo
(sorry to take over your thread like this lmao)
it's fine lol
(i did another update that fixes a lot of prompting issues)
If thats the case the coding could be dumbed down, but how do you prompt claude to do something like that?
An update for an update
there were 3 more updates to that update
it defaults to the basic system, and includes code for the more advanced system should the game require it
Alright but what about for the code already there that is over engineered?
I find that claude does way better the more good info you throw at it
i think there's a misunderstanding
the code wasn't over engineered, it just wasn't relevant to all games
what i did was implement a simple solution that will work for most older games for skinned meshes, then included the code to handle compressed vertex data for skinned meshes as optional (usually for newer games). it can use it if it needs it, but it will try it without it first
Oh so the code that has already been doesn’t need to be redone to compress the file size?
so we aren't compressing the vertex data ourselves
some games will compress the vertex which we can't use without decompressing first
@olive spindle btw uh... make sure captures work. FNV is pretty much perfectly functional now but i just realized captures are borked because of unsupported vertex formats
what does one do after the download the toolkit?
I think there's a .bat file you need to run after extracting the zip
Wait
install.bat
then run lightspeed.app.trex.bat
time to finally see if the capture works properly
-# hoping it does because it captures properly in the game's own fixed function mode
if you run into errors, post it here
looks like it's capturing properly
Do you see Master Chief and other NPCs having skeleton data
I meant that in the capture folder, it has skeleton folder
It should contain some files
👀
This will allow us to add a new model for Master Chief and others
I honestly have forgotten what the game setup tab looks like anymore but yes, captures will be affected by the world unit scale stuff and other settings
then it worked
Alright we will be here to help if you need anything
i gotta sleep actually
is almost 2 AM 🙁
🫂
glad that it's going so smoothly though ✨
how do you know the the game unit size?
What is it currently set to? Because for me I can't tell it just from the visuals. When you capture and import a light or model in the toolkit, does that light or mesh appear larger or small?
Test it with a sphere light, if it looks big when you add that light then your unit scale is small
a sphere light set to 1 looks normal I think
How does it look like in the toolkit when you spawn a light in with no settings changed, can you show us that?
Typically you can just visually see if anything about the scale is wrong and if you haven't then it's okay
1 Halo world unit = 10 feet (3.048 meters) if that helps at all
Yup, 1 cm in tens of feet (1/(2.54*120)) 🙂
need to fix a handful of things but placing lights works without issues
@olive spindle for reference
yeah
1 / 304.8 = ~0.0032808399
is there anything special I have to do get these things to emit light?
ah I have to set them to alpha blend to cutout
b40? Also I can provide the correct emission values for all the lights so you don't have to dig them all out with Sapien, I've done that already myself 😅
With remix you do not want to over do any emissives, they do not contribute to actual lighting.
It's best if you add lights yourself
Well there goes half the point of ray tracing...
thats fun
This game bout to look 🔥 with path tracing
If you can't define geometry as an area light at least then that's super annoying
I've had zero direct involvement in this so I have no idea what's possible and what isn't. Never even dabbled with the tools.
It sounds like it might soon reach a point where I could actually help though
Those lights for example should have linear RGB color 0.442034, 0.453745, 1.000000 and brightness 8.0
Couldn't resist rendering a quick ground truth image of that scene https://i.imgur.com/J791CNA.jpeg
(I know it's not the exact same location)
Ok now I know what the light is
It is best if we leave it as an emissive but add light sources separately on top
How nice it would be if we could just flag the surface as an area light or something...
It would've been nice to just use the texture as a light source and it will still function if emissive intensity is set high enough
That it will light up some area around it on its own
But it is not recommended to just use emissives for all the game areas
We'll have to play around and see what works best, there's probably no one-size-fits-all solution
Some mixture of remix lights and original game emissive surfaces will work best imo
halo ce uses linear values for lights? damn lol
I'm just giving linear values since I assume that's what we need
No idea, Blender took care of that for me. I used Blender to sample the color from the shader tag in Sapien Guerilla, and that's the value it stored
Whether it's sRGB or gamma 2.2 won't affect it enough to matter though
Not for bright colors like that
just curious because I think it would make sense to linearize with the gamma the game uses. I haven't checked halo pc but mcc ce uses 2.0 gamma iirc
which would make a difference in the highlights
they do tho... turn on particle lighting in the runtime options
I was so confused by that lol
because I knew you set the sun as emissive in your sky stuff in the begining lol
it's actually a huge disk light now because i needed it to be sampled by RTXDI for denoising and volumetrics
nice
Highlights are where the choice of gamma should matter least though 
I meant that when comparing with actual lights, emissives have it's downside as it appears to be very unstable if you use it as the primary light source
Lots of boiling artifacts last time I recall
yeah for sure
no way getting around that rn
other than actual lights
This game will work very nicely
Only thing missing with the sky implementation are additional celestial bodies
And if someone fancies, the actual Halo ring
if we're spending all this time on the game might as well go the extra mile :p
We'll see what gives the best results later, we can experiment
You mean like a custom tonemapper?
Did somebody say Halo ring? #1097963421619720392 message
stuff like that yeah
really want to use psychoV for tonemapping because it's an absolute monster lol
Just add the model directly, it'll work trust 
Would be sick if we got Marcus Lehto’s UE Chief model here
I imagine that's what we'll use
can anyone here make a classic version of master chief model here? I really adore the original Xbox look fully realized
That's what Marcus Lehto did already
Woah
it's easily the most authentic model out there
I let him run amok on Stroggos one time 😂
Is this model publicly available online or was just for showcase purposes
It's publicly available, I mean that's my render with it right there
This one
alright 👍
Yeah pretty solid remix project you got going here then
also kinda leaning toward using Jordanspartain's covy models
the grunts and elites in this pack aren't the newest versions
Yeah they're very nice, I've already showed off some renders of how good they can look with tweaked materials
also wanting to replace the diffuse brdf stuff in remix
it currently uses hammon which is good but has a tendency to overshaden certain areas which kinda gives remix an ssao look at times
#1097963421619720392 message
#1097963421619720392 message
the pics are in hdr but still
want to use psycho instead of the tonemapping stuff I sent you ages ago
Is that the lower middle one?
yeah
I'm not a fan based on that image at least
why?
curious
It's oversaturated compared to e.g. ACES 2
Admittedly this one image isn't enough to really judge it on
I'd like to play around with it myself
ACES 2 is pretty funky tbh
yeah I'm not a fan of ACES either
the highlight saturation in psycho is based off how our eyes work so it looks really natural in proper content
Yeah, like I said, I'll have to mess around with it and see it in some different contexts
for sure
the cyberpunk 2077 renodx just got it yesterday and neon light look actually neon lol
hermite spline / psycho
Do they have 1:1 articulation or were they re-rigged for H3?
I'm not a 3d artist so I'm not sure what that means but the models weren't originally created for halo 3 so I assume the rigs are normal or whatever
Do those models use the halo 3 animations or original ones ported over? If they are the original ones ported forward and not recreated it means it is likely easier to back port and line up the models again.
I would ask Nathan in the Halo modding server
https://discordapp.com/channels/615301822474878977/1367939680842027190
We can just rig them again according to halo 1 skeleton
We only need the models if they are easy to obtain and no licensing issues
Yeah but I just wanted to see if it was less or more work ahead
I was told that Jordanspartain's models are free to use
That's okay, if anyone wants to make a mod then the work required is minimum then, you guys can just create a mod collection with all these different assets under the remix umbrella
I remember when Jordan was still trying to perfect the model textures I felt bad that he couldn’t use all of them, maybe some of his alt takes could be better for this mod?
The models use the H3 skeletons, though the grunt skeleton didn't change between games so that one's fine
Is there a way to capture all character models in default t pose?
Would be easier to work with
can easily force all skinned meshes into a T pose in the wrapper
just have a toggle for it in the ini
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Did you guys solve this game already? In the sense of making path tracing working.
Looks too foggy in psycho
mostly yeah
Way to go
Is there a guide yet to put it all together?
I did not read the entire thread. Nor check the appropriate channels these things get launched in.
nope
still chipping away at stuff
Where does one download the base game?
I just spent a while digging in rejected’s server which I thought was where it was posted, and can’t find it. Basically the images were a side by side of all the different reflection methods on the armors.
