So, Halo: Reach has this cool effect for reflections on this Forerunner base:
![Screenshot.ashx?fid=EE70B0E12B9C3CC6D0CB376E96299619&size=full](http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=EE70B0E12B9C3CC6D0CB376E96299619&size=full)
Look real close at the texture, every pattern is reflecting a cube map but in between the pattern they have hard edges for the pixels like Minecraft.
It looks like this:
(Zoom in)
![Screenshot.ashx?fid=192232C548231DBC866782175004DEC3&size=full](http://www.bungie.net/Stats/Reach/Screenshot.ashx?fid=192232C548231DBC866782175004DEC3&size=full)
I think they achieved this effect by disabling texture filtering for the normal map, resulting in a fragmented reflection. Any way to do this in UDK?
Replies
In UDK after importing a texture open it up in the content browser (double click it) and set "Filter" to "Nearest".
Thanks for the tip!
Hell the game is what got me so much into computers back when I was about 6.
I like you.
So what you are generally seeing is the effect of a normal map "bending" the reflection vector so it samples a different part of a cube map.
Something like this:
I'm not specifically sure about the math behind it. I never had to personally deal with stuff like that yet.
It's like what DEElekgolo showed, but they don't filter the normals texture so instead of being a smooth little bumpy mirror, its like each pixel is a shard facing a different direction. imagine a disco ball. it looks cool in motion and it has nothing to do with specularity.
Areas like this.
Where the reflections would seep into those edges.
Either way, the effect is just achieved with a normalmap and specular/cubemap.
The circuitry looking parts of it have lower specular values (but not completely black, as they're still being blown out to white in intense light as seen in the reflection hotspot in the screenshot).
In short, what kodde said. :P
Huh, I didn't notice that, I guess it does have some spec variation int the pattern as well, I was paying more attention to the faceted pixel look. Thanks kodde.
I have spent more time looking-at/dissecting their visuals than playing the game recently (a lot of time). I added a huge collection of my own theatre screenshots to my reference folder when anniversary came out. I hope the rumors of the PC port are true, I wanna play with the saber3d engine.
After I bought the game I couldn't help but take a peek inside. Some very interesting finds.
The engine is based on the halo PC code base and even has some of the small server script functions in it. There are even some hints of an intended saved films system for the CEA campaign and plenty of left over debug data in it.
Also lately a lot of xbox games have been storing its HLSL shaders as raw text as opposed to compiling them. Probably due to the difference in xbox 360 versions or for a future xbox update or something.
Also there some suspicious configuration files as well.
http://pastie.org/2849982
And it was not really top left as I had mentioned. More like top centered.
Holy crap, is anyone in this thread on the same page? I think snape killed dumbledore somewhere here but I'm not even sure of that. Lol
DEE, you got a JTAG? Show me some graphics mods!
I have been in contact with some people who can mod it. Simple meta swaps though.
[ame="
It is the halo 1 code base so not a lot of it is new.