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jackrabbit72380

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About jackrabbit72380

  • Rank
    Halo Fan Hobbyist Map Designer Gearbox EST 2001
  • Birthday 07/23/1980

Profile Information

  • Gender
    Not Telling
  • Location
    0x3F4, 0x4A4
  • Interests
    Halo, Halo Custom Edition, Halo 2,Halo 3 Halo 4,Halo O.D.S.T, Halo Reach, Halo Combat Evolved Anniversary, Autodesk 3DS Max,Photoshop,VS2013.

    Halo Environment Artist
    Graphic Designer/HEK/Web/xna.
    3d Modeler/Autodesk 3dsmax/Mud box
    UVW Map's
    Texture Designer.

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  • Website URL
    http://www.landsoftworks.host22.com

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  1. Other

    can you tell me what tag i need to edit to mess with the hud scaleing? uhd scales fine but if i go up one notch to 4k the hud does not scale correctly and thats what im trying ot fix.
  2. Other

    great & thanks where do i put the csv file?
  3. is there a fourm for moding Eldewrito 0.6 with Assembly?
  4. Other

    Whats The best version of Assembly to use to mod Eldorado halo online 6.0?
  5. This Is very legthy but informative method of How you can use Halo 4's Control Maps in Halo CE. I wanted to wright up a tutorial for anyone wanting to use the The Halo 4 control maps. This will serve as Reference. For anyone wanting to improve the looks of there Assets. For this tutorial I am going to use the classic storm Spartan Mark V Armor From Halo 4 That Has been pre rigged to Halo CE Bones. This biped's armor is but one of many in Halo 4 that come with the 4 channel control maps. However Please note there is more than one type of Halo 4 control map in Halo 4. This method should work on all of the MP armors and also the weapons But not the SP Master Chief!!! It's expected that you all ready know how to use the HEK (Halo Editing Kit) & Shader extentions With Open Sause. *****Tutorial***** ____________________________________________________________________________ Step #1(Make Defuse) from green channel in control Make defuse.tif's from green channel in control.tif's. (reference pic up top^) Test in game. ____________________________________________________________________________ Step #2(Make spec) from red channel in control Make spec.tif's from red channel in control.tif's & Compile. Test in game. Not sure if this is completely accurate but this is the best Representation I can come up with. The lower the number the more the light clumps up. This is how the specular mask will work so set your shader accordingly! ____________________________________________________________________________ Step #3 (Make Specuar Eponet Mask) Add the green channel as alpha in Specuar Eponet Mask add + the green channel as alpha in spec mask Now select all of your bitmaps you compiled in step#2 and open them with gurilla & change the format to explic alpha. & Now Recompile your spec maps. Test ingame. Specular with alpha! The green channel of the control.tif's can be utilized with OS, make a specular color bitmap and slap it in the alpha, and tick "use alpha as exp source". The green channel is the exponent source for halo 4: white is a larger exponent, and grey/black are smaller exponent values. ____________________________________________________________________________ Step #4 (add more spec/reflect to your defuse) Add blue channel as an overlay to your defuse green channel Add blue channel from our contorl map as an overlay to your defuse map & Now Recompile your defuse maps. Test ingame. Note how the white parts are coeming out more and the defuse textures seem more solid. Xbox holds cc in the blue channel when applyed as an overlay to our defuse this give's our defuse almost everything it's missing. ____________________________________________________________________________ Step #5 -- How to make Multipourpus map & add self ilumination & cc with the bipmaps You just made. (shitcuts keys are ctl+a to sellect ctl+c to coppy & ctl+v to paste) _______________________________ |=============================| View This Refrence chart~ |=============================| Colors | Xbox | Pc |=============================| Red | Spec\Reflect | Detal Blue | CC | Spec\Reflect Green | SelfIllum | SelfIllum Alpha | Detal | CC |=============================| ____________________________________________________________________________ Step #6 open your new defuse in photoshop and paste the bule chanel on to the red channel. ____________________________________________________________________________ Step #7 open your new speculer mask and copy it on to your defuse blue channel. ____________________________________________________________________________ now that that is done take note... if the spec bitmap we just used has alpha we need to edit it. create a new black layer and paste it on top of that.-so as to not get 5 channel data error when it compiles. +Multi Done! Step #8 now_open your default_control_map_and select the blue channel. go back to the green channel of your defuse and paste it. ____________________________________________________________________________ +Multi now has self illum Done! Step #9 make a new channel in your multi. and paste the alpha from the control map in there. ____________________________________________________________________________ +Multi now has self illum & color change Done! compile all the multi's! then open them up in gurilla go to format and change them to explicit alpha add them to our shaders. test them out in game! if everythang is ok you should see your white parts are totaly seprate from the rest of the armor. We are Done with making multi's for Now save them & we will come back later and fix them up more... ------------------------------------------------------------------------------------------------------------------------------- Now I will say this it's very simple if you want to get creative with your muli's If you want more Detal overlay some red to your rgb. If you want more Spec\Reflect overlay some blue to your rgb. If you want more SelfIllum overlay some Green to your rgb. The perfect mix is relly all up to you! ____________________________________________________________________________ Step# 10 How to make Detail map open your normal map in photoshop go to channels select red layer and copy it over your rgb you should have 2 layers now. name your new layer red. now do the same thing to the green layer and name it green. now you have 3 layer's layer 0,red, & green. deleat the layer 0 leaveing you with only the 2 grayscale bitmaps. K Now select the layer on top (it doesent matter if its red or green) and go to layer tab (not in the layers window) at the top of photoshop and select "Layer Style" Then "Blending Options" choose overlay. then layer again and at the bottom click flattin image. Now you will see some hard lines and triangles where light fades from dark to light. This doesent look good in Halo so now... we need to convert this to detail map. open your defuse texture and go to the darkest channel witch will probaby be your blue channel. Now copy that Channel over your new detal map and once again go to layer tab then "Layer Style" & this time under "Blending Options" your going it have to deside what you want your details to look like The white parts of your bitmap will be where they show up. so I will recomend the best setting to try in order of favor... 1. linear Light (linear Light Seams to be my number one choice for ths task) 2. color burn (color burn is nice to. the white pops of at the right spots and the darker color than the linear Light version is the way it's supposed to be.) 3. Vived Light (Depending on what details are in your bitmap that your trying to show Vived Light may just work better than linear Light) It's up to you to deside. 4. Overlay. Note you want some very fine details I sugjest makeing 2 with both 1. linear Light & 2. color burn and then do step 1,2 or 3 with the CB onto the LL... Overlay Seams to be my number one choice for ths task) CB or Linear Light is also nice for this job to. to make the best bitmap's is best to use as manny elements as possible sometimes I use 4. green from normal red from normal & then flatten & then overlay both the red and blue chanels of the control and flatin that. makes a great detail map. And thats it for detail map flattin your image and save it. when you use it in your shader just set detail mask to Reflection mask, Detail map scale to 1 & detail map v-scale to 1. when you compile it be sure to set it to 32 bit color and detail map. and set the detail map scale to 0.2 for best result. --------- My next step Requires a spec mask open up your defuse and select the red channel copy it over your rgb (not useing overlay) flatten and save it as your spec mask just the way it is. at this point we have made every bitmap needed for HEK I recomend testing every thing out in game before the next step's Anyway if you want even better looking bitmaps keep reading! ____________________________________________________________________________ Step# 11 Overdoing it! This is for an ultamte grand finala now that your have all your bitmaps made working and looking great let's tweek them to perfection! =) shall we? let's do this! Open your multimap up. lets see what we got in here compared to the new details and spec we just made... we are going to repeat steps 6 & 7 but with a twist! copy the blue channel on to the red channel. now go back to rgb and paste the detail map you just made over it. select it hit copy. and dissable it. go to your blue channel of your multi. and paste it. what we have in here for self illumination green chanel should be fine with what we have but remember xbox and pc both have the same self illumination channels so for last step I will say optional. we can open up our contorl map. and copy the green chanel to our green channel in our new multi. and then we can save our new multi. Now remeber none of this make any diffrence if your shaders you dont make proper shaders aswell... When you learn how to use the channels and blend in the part you want theres no stoping you from creating great shaders and bitmaps. Experiance is the best way to learn if you can follow a tutorial acouple times you should have it memorized. Theres realy alot more ways you can use these map's just play aroudn with them & once you become acustom to makeing all the diffrent kinds of bitmaps you will get better at making them. ____________________________________________________________________________ When you learn how to use the channels and blend in the part you want theres no stoping you from creating great shaders and bitmaps. Experiance is the best way to learn if you can follow a tutorial acouple times you should have it memorized. Good luck!Have fun!
  6. Thank You!
  7. Other

    is that the original clor settings for the storm master chief biped?
  8. ? whats that?
  9. Halo: CE

    yeah we have a set & they have some pretty cool effects on them now to. we where planning on doing a starwars campaign at one point. but we have our fair share of projects underway.
  10. Halo: CE

    Official JMT Gallery & WIP Thread! JMT is jackrabbit72380 & savinpvtmike. we are a maping team for Halo Custom Edition. we are for the most part working on quality halo4 ports for halo1 most of our working is not polished enough for release or so we feel but I wanted to start a thread somewhere remote in here to share our work simply because this website is not so main stream I feel its better for us. so I will just start of with some random stuff and we will go from there. please remember all work is wip. Here is the link to my personal gallery on media fire where you can see some of our wip. http://www.mediafire.com/view/w3oeyg7gl92ki/Previews#2tm2r15qjf7r19s it's updated regularly most picture's are shared with team members to point out things that needed fixing. so chances are if you see some error pic it's probably all ready been fixed. it's totally possible to port this halo 4 converted stuff back in to halo 1 xbox for some great moding. but we are sticking to ce development for the time being. we are allways looking for other skilled person's to join JMT. feel free to make comments and or recommendations of our halo 4 ports to halo1 ce & xbox N ThankX.
  11. Halo: CE

    sound like you just need to update your direct 3d.dll
  12. Halo: CE

    The biped and the HUD is your problem with out these key elements working your level is not going to work. Arsenic is not the only CE to Xbox tag converter there is. You may also use. HXE. http://hce.halomaps.org/index.cfm?fid=1344
  13. Halo: CE

    Sounds more like a GFX card issue to me does your sys meat the requirements for HEK? You could try running in compatibility mode for xpsp3 but its not necessary. there is no compatibility problums with windows 7 or 8. I'm currently running HEK under Windows 8 with no problems. I'm not rely sure what you mean when you say Sapien refused to display graphics correctly. sapien does not display content like the game does. for instance by default it does not even render bump maps. until you open console~ and type object_display blablabla
  14. Halo CE to Xbox Halo 1 Conversion Discussion Go!