Halomods Community Portal: Open Sauce - Halo Custom Edition - Halomods Community Portal

Jump to content

  • 13 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

H1_CE
Open Sauce - Halo Custom Edition

News, updates, etc for OpenSauce on HaloCE can be found here

#1 User is offline   kornman00 

  • SourceGuy 2.0
  • View blog
  • Group: Administrators
  • Joined: 15-November 01


Users Awards

Posted 03 May 2011 - 01:30 AM

OpenSauce is a project developed by Kornner Studios (we also run this site).

Offsite History said:

History log for updates done outside of Halomods


Old stuff:
Spoiler


UPDATE! 2012-01-17: OpenSauce for HaloCE, V3.0, is released!
UPDATE! 2012-01-19: GettingStarted wiki updated.
UPDATE! 2012-01-19: Added a FAQ for Halo1 related stuff.
UPDATE! 2012-02-05: OpenSauce for HaloCE, V3.0.1, is released! View the ChangeLog for specific fixes and changes.
UPDATE! 2012-02-23: OpenSauce for HaloCE, V3.0.3, is released! View the ChangeLog for specific fixes and changes.

This post has been edited by kornman00: 24 February 2012 - 02:43 PM


#2 User is offline   xbox7887 

  • Software Developer
  • Pip
  • Group: Members
  • Joined: 06-May 11
  • LocationIllinois, USA

Posted 16 May 2011 - 11:07 PM

Pretty impressive stuff :)

#3 User is offline   kornman00 

  • SourceGuy 2.0
  • View blog
  • Group: Administrators
  • Joined: 15-November 01


Users Awards

Posted 16 May 2011 - 11:33 PM

See what happens when you stop being active? THINGS GET REAL <:maddowns:>

:P

#4 User is offline   Xerax 

  • Double Faggot
  • PipPipPip
  • Group: Members
  • Joined: 07-May 11
  • LocationLondon, UK

Posted 17 May 2011 - 12:36 AM

View Postxbox7887, on 16 May 2011 - 11:07 PM, said:

Pretty impressive stuff :)

It's you :O

#5 User is offline   DoorM4n 

  • A Remnant
  • PipPipPip
  • Group: Members
  • Joined: 06-May 11
  • LocationUniversity of Texas at Austin

Posted 17 May 2011 - 04:37 PM

Whoa, that's awesome!

#6 User is offline   NotZac 

  • ¡!¡!¡!¡!
  • PipPipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationHouston, TX

Posted 17 May 2011 - 10:18 PM

I'm really diggin' the VISR view. The corrupted view at around 0:36, that's part of OS, right?

#7 User is offline   Dwood 

  • Member
  • PipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationSpanish Fork, UT

Posted 17 May 2011 - 10:43 PM

View PostNotZac, on 17 May 2011 - 10:18 PM, said:

I'm really diggin' the VISR view. The corrupted view at around 0:36, that's part of OS, right?


I can't tell if that's sarcasm or what but... i'm p. sure that's a video encoder or recorder issue.

#8 User is offline   TheFieryScythe 

  • Member
  • PipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationEngland, UK

Posted 17 May 2011 - 11:07 PM

There are no recording/encoding issues in the video, I made sure of that. The effect at 0:36 is actually a composite of two effects showing the use of bitmaps and animated variables. One effect uses two noise bitmaps with randomly animated texture coordinate offsets to create the noise part, and the second uses two more textures containing texture coordinate offsets for sampling different areas of the screen to simulate MPEG corruption (just a basic attempt though).

I had originally set the MPEG corruption effect to draw after the HUD so the health meter, motion tracker, etc. get affected by it aswell, but theres no HUD in a cinematic :P.

#9 User is offline   kornman00 

  • SourceGuy 2.0
  • View blog
  • Group: Administrators
  • Joined: 15-November 01


Users Awards

Posted 17 May 2011 - 11:08 PM

Yeah, that's part of OS. It's an effect to simulate 'distortion' around the covie radio box

edit: sniped by FS

#10 User is offline   NotZac 

  • ¡!¡!¡!¡!
  • PipPipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationHouston, TX

Posted 18 May 2011 - 01:30 AM

View PostTheFieryScythe, on 17 May 2011 - 11:07 PM, said:

There are no recording/encoding issues in the video, I made sure of that. The effect at 0:36 is actually a composite of two effects showing the use of bitmaps and animated variables. One effect uses two noise bitmaps with randomly animated texture coordinate offsets to create the noise part, and the second uses two more textures containing texture coordinate offsets for sampling different areas of the screen to simulate MPEG corruption (just a basic attempt though).

I had originally set the MPEG corruption effect to draw after the HUD so the health meter, motion tracker, etc. get affected by it aswell, but theres no HUD in a cinematic :P.

Wow, that is very cool. :P I suspected it was intentional. Very nice stuff.

View PostDwood, on 17 May 2011 - 10:43 PM, said:

I can't tell if that's sarcasm or what but... i'm p. sure that's a video encoder or recorder issue.

I only asked because that sort of corrupted effect pops up a few times in ODST, as well as in Reach.

This post has been edited by NotZac: 18 May 2011 - 01:32 AM


#11 User is offline   SeanAero 

  • Halo President
  • PipPipPip
  • Group: Members
  • Joined: 24-May 11
  • LocationNetherlands

Posted 03 June 2011 - 08:23 AM

Looking great so far, would love to apply a few of these effects in game.
Any rough estimation when the next release will be ready? (How big is your check list?)

#12 User is offline   Wholfe 

  • Advanced Member
  • PipPipPip
  • Group: Members
  • Joined: 17-May 11

Posted 03 June 2011 - 01:01 PM

i like the distortion effects. :P

This post has been edited by Wholfe: 03 June 2011 - 01:02 PM


#13 User is offline   TCK 

  • Script, AI, UI widgets, cutscenes, solo gameplay.
  • PipPipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationSC

Posted 05 June 2011 - 08:57 PM

The things I'm looking to most of all are all of those script commands and engine globals unlocked for in-game use. Can you imagine the possibilities? For instance:

rasterizer_draw_first_person_weapon_first

Can you smell the FP assassination cutscenes cooking in my kitchen already? ;D

#14 User is offline   Wholfe 

  • Advanced Member
  • PipPipPip
  • Group: Members
  • Joined: 17-May 11

Posted 05 June 2011 - 11:01 PM

lol, im mostly excited about the dynamic bump maps and anything effect wise. ive yet to play with sauce, but i cant wait till the release of this update.

#15 User is offline   TCK 

  • Script, AI, UI widgets, cutscenes, solo gameplay.
  • PipPipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationSC

Posted 08 June 2011 - 08:43 AM

I also meant to ask... Korn, by any chance will one of the new custom commands you've talked about be a command to attach the camera to an object marker (without the geometry hiding)?

#16 User is offline   kornman00 

  • SourceGuy 2.0
  • View blog
  • Group: Administrators
  • Joined: 15-November 01


Users Awards

Posted 08 June 2011 - 07:34 PM

I never got a request like that back when we were actually taking requests, so no

#17 User is offline   TCK 

  • Script, AI, UI widgets, cutscenes, solo gameplay.
  • PipPipPip
  • Group: Members
  • Joined: 05-May 11
  • LocationSC

Posted 08 June 2011 - 08:31 PM

Disappointment.

#18 User is offline   PsiMatrix 

  • Newbie
  • Pip
  • Group: Members
  • Joined: 13-June 11

Posted 14 June 2011 - 12:49 AM

View Postkornman00, on 03 May 2011 - 01:30 AM, said:



Wow, just wow, amazing works and that's just the visuals. I remember the old map limit too, was only really a problem once or twice but boy was it a problem. Dennis had to make-do with two maps :)

#19 User is offline   Bobblehob 

  • Advanced Member
  • PipPipPip
  • Group: Members
  • Joined: 06-May 11

Posted 27 July 2011 - 02:10 AM

Is there any sort of download for a more recent version or is it still in the works :P

#20 User is offline   kornman00 

  • SourceGuy 2.0
  • View blog
  • Group: Administrators
  • Joined: 15-November 01


Users Awards

Posted 27 July 2011 - 03:49 AM

We're still doing internal testing. However, the source is publicly available.

Share this topic:


  • 13 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users