8000 Halo: transparent chicago flag · Issue #59 · SnowyMouse/chimera · GitHub
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Halo: transparent chicago flag #59
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@Jakey757

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@Jakey757

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"first map is in screenspace" seems to be having incorrect additional behavior when compared to xbox. the first bitmaps UV offsets and animation period changes with camera distance. UV offset is shifted down when the camera moves away and up when the camera gets closer. The animation period increases as the camera moves away and decreases when the camera gets closer, almost to the point where there stops being animation. This is a problem for some hologram shaders created for halo, as they stop appearing correctly depending on where you are viewing them from, cortana is an example.

original hardware
https://youtu.be/nJVYKCsOVHU?t=610

she has a scrolling scanline that rolls down her body, it should be visible and animate from the distance the camera is from her in cutscenes.

to simplify this visually i've stripped the rest of the bitmap components to cortana's body shader and only left the bitmap flagged as in screenspace

https://cdn.discordapp.com/attachments/576156733538566160/774009908244774962/2020-11-05_15-38-01.mp4

the scrolling effect almost stops completely, making it near impossible to see up close.

https://cdn.discordapp.com/attachments/381219820877643786/774091133852319744/2020-11-05_21-01-21.mp4

the period scaling behavior needs to not happen, and the UV offsetting should probably also not happen in case it affects looping of the animation. the flag should only orient the bitmap in the cameras facing, which it does seem to do already. this may be something that needs to be investigated on original hardware or an emulator.

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