Halo 2 Restored Lighting - The Arbiter | Halo MCC Mods

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  • Опубліковано 8 жов 2024
  • The plan is to restore what was supposed to be the game's original per-pixel lighting in all missions to make the models and textures look a bit more like they were supposed to before the P-stencil engine was scrapped
    About SEV: he is the guy who basically started all of this. He made a video showcasing the dynamic lighting in Halo 2 a few years ago, and he is also the author of the "Halo 2 E3 Pre-Release" mod that can be found in Nexus Mods (but sadly hasn't been updated to the lates MCC version), which was the first mod that tried to recreate the original lighting, along with some other things, like encounters, weapons, etc. He's also the creator of the shader that I have been using for the improved shadow filtering, which is publicly available for anyone to use. Currently, he's working on the Ruby's Rebalanced team for Halo 2 to add this lighting to that mod.
    Note: this aren't stencil shadows. Even when the mod tools say so, they are shadow maps, and act like shadow maps. Stencil shadows would be pixel perfect, these ones are not
    Note 2: the performance hit is quite big because of the additional lights placed on the levels and the shadows being casted from them (enough to make a 1080ti drop to 144fps at 1080p), so be prepared for framerate drops
    Known issues (all unfixable, sadly):
    Shadow resolution too low: it's a problem with how Halo 2 works, and the resolution can't be manually changed, it's all dependent on the light properties (size, FOV, and range)
    Disappearing shadows: caused by the game culling the objects that generate the shadows when they are out of your FOV. Consequence of the game's optimization
    Lights appear/disappear at range (mainly large levels): again, because of optimizations with LODs, lights can suddenly pop in and out depending on how far you are from them.
    All campaign missions starting from Cairo Station are available

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