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Building Multiplayer in Halo: Campaign Evolved @ https://teapawt.org/t.co/WPUYbAeHqt & streaming on https://teapawt.org/t.co/ydk2cjSAJH

Joined February 2022
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forge in halo: campaign evolved!
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sneak peek of forge in halo: campaign evolved multiplayer #halo #forge #haloce #mjolnir
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All 25 Halo 2 maps are now converted to Halo: Campaign Evolved. Now I can sleep. 😴💤 #halo #haloce #halo2 #mjolnir
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Got the collision working on movable machines 🤣
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Work in progress update. #Halo2 #Ascension in MJOLNIR Core - Halo: Campaign Evolved multiplayer! Still a lot to fix (teleporters, collision, moving machines, etc.)
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Current progress on Ice Fields in Halo: Campaign Evolved. Still several little things to fix with the PCG & shadows but it's coming along nicely. #halo #mjolnir #haloce #icefields
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Experimenting with rebuilding classic Halo CE maps in Unreal Engine 5 inside Halo: Campaign Evolved. The original map’s geometry, textures and lighting drive it: the ground becomes a real UE Landscape with Megascans materials, the cliffs get Nanite rock, and grass gets scattered across the fields. #halo #haloce #unrealengine #bloodgulch #deathisland
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This approach can essentially convert any original CE map into Halo: Campaign Evolved with the Unreal Engine enhancements. Still a lot of work to do but I'm having a ton of fun 😂. Huge shout out to the original map author, @DaReal_YOYORAST #halo #yoyorast #haloce #unrealengine
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The look: CE’s original lightmaps feed the new materials, so they keep the map’s original colour and shading. Lumen handles the bounce light, a Gerstner-wave ocean shader handles the water, and exponential height fog adds distance haze.
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The cliffs: triplanar-mapped Megascans rock (no more stretched 2004 textures). Nanite rock meshes from Campaign Evolved’s own B30 are procedurally set into the walls for real silhouettes, and grass fringes the cliff edges.
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Detail: parallax occlusion mapping on the sand gives depth to ripples and footprints. Footprints are drawn live into a render target as you walk. Instanced foliage scatters ~400k grass clumps, pebbles, shells and driftwood across the map.
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The ground: we bake the CE terrain mesh into a real UE Landscape (heightmap plus hole mask), then paint it with Megascans sand, earth and grass. CE’s original base map decides where grass vs sand goes, and its colours tint it.
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Making a ton of progress on the Halo: Campaign Evolved multiplayer mod. Just fixing little things each day like adding our own lightmap solver, fog, the original xbox / mcc shaders for things like teleporters. Come play with us tonight as we try to get 16 players in a lobby! #halo #haloce #mod #playtest
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