- How to fix the water shaders in halo 1 for pc mod#
- How to fix the water shaders in halo 1 for pc code#
- How to fix the water shaders in halo 1 for pc Pc#
They should use the shader's referenced cube map, but instead use the rasterizer vector normalization bitmap referenced by globals. shader_transparent_glass which use bump maps use the wrong tag for cube map reflections in Custom Edition.Ripple map mipmaps for shader_transparent_water are reversed, with smaller mipmaps being used at closer distances.Transparent shaders have a host of appearance and sorting problems:.This is to prevent stuttering since some raw data must be loaded from map files if it is not already in the asset cache. Custom Edition skips rendering some effects when they are not loaded yet, such as the engine lens flares in a10's intro or initial bullet hole decals.Monochrome bitmaps and p8 bump map formats are unsupported.HUD shield meters are missing their flash effect when drained.The fog screen layers effect for simulated volumetric fog does not render at all and fog planes do not render over the skybox.This works correctly on Xbox and MCC only. Attachments like contrails are not affected, nor are vehicle widgets. The reflections of projectile widgets like light_volumes in mirrored surfaces are misaligned.
How to fix the water shaders in halo 1 for pc mod#
The client mod Chimera has a built-in fix which is disabled for Halo Custom Edition (but enabled in Retail) except in the Vaporeon builds. Enabling the flag should cause detail maps to apply after specularity/cubemaps. The detail after reflection flag of shader_model is working in reverse of how it should.H1X's shader_transparent_generic tags were converted to shader_transparent_chicago (or extended) tags which are less sophisticated.Most of these issues have now been corrected in DX11 renderer in H1A MCC.
How to fix the water shaders in halo 1 for pc Pc#
The renderer also needed to be adapted for the range of user hardware for the PC port.
How to fix the water shaders in halo 1 for pc code#
Among the challenges were updating H1X's shaders and rendering code to work with DirectX 9 and unlocked framerates in an engine which previously assumed 30 FPS always. When Halo was ported to PC by Gearbox in 2003 many visual bugs were introduced. The glass shader with bump-mapped reflections renders incorrectly in Custom Edition. If the bounding radius is too small, the shadow will be cut off. An object's bounding radius field, not its render bounding radius, is used to calculate the physical width of the shadow canvas. This lighting information is used on the environment ( BSP) and encodes localized light directions and tinting to shade objects.ĭynamic shadows for moving objects like units and items are rendered with 128x128 shadow maps at run-time. Similar to other games of the time, Halo uses "baked" global illumination in the form of lightmaps. Halo's lighting engine benefits from the fact that there is no dynamic time of day. The predicted resources block seen in some tag classes are meant to give the engine a hint about what textures (and sounds) should be cached. This is the reason why weapons will sometimes not produce projectile decals on the first impact. This is called a cache miss and, because it takes some time to stream data, the engine may not render the desired effect. When a texture must be drawn that is not in this cache, it will be loaded from a map cache file (possibly a shared resource map) or the tags directory depending on the build of the engine. Textures to be rendered are loaded in a texture cache in memory. Since support in user hardware was not as widespread as today, the renderer can be configured with arguments to use older shader versions or even fixed function compatibility.Ĭurrent versions of H1A use DirectX 11 instead. Gearbox-era Halo uses the DirectX 9 API and shader version 2.0, being an early adopter of programmable shaders. Each ported edition of Halo has a slightly different renderer in terms of how well it reproduces the classic Xbox appearance. The renderer or rasterizer is the system of Halo's engine responsible for drawing the scene to the screen. Using rasterizer_wireframe 1 demonstrates Halo's portal-based occlusion culling.