Better lighting for Halo: Combat Evolved on the Master Chief Collection. A Spark mod that adds lighting Halo CE never had, driven by each level's own sun.
Work in progress. The first effect, god rays, is being brought up now.
- Each level's real sun. Halo CE keeps every level's sun (direction, color, power) in the level's sky. ce-lighting reads it, so the lighting matches every level with no hand tuning.
- God rays. Light shafts streak out from the sun wherever there's open sky around it, so cliffs, Forerunner arches and the ring's edge cut beams out of the light. Screen-space, from Halo's own depth buffer (GPU Gems 3, ch. 13).
- F7 turns it on and off, to compare.
Planned: ray-traced sun shadows and ambient occlusion from the level's real geometry (not just what's on screen), and proper shadows for characters and vehicles.
You need Halo: The Master Chief Collection on Steam with Halo: CE. Offline only, with anti-cheat disabled. Never use mods online.
- Build it (below), or grab a release when there is one.
- Put
ce-lighting.dllin<MCC>\MCC\Binaries\Win64\mods\and load Spark into MCC (started with anti-cheat disabled). - Load any Halo CE level.
Works alongside HaloCraft (Minecraft inside Halo CE).
Visual Studio 2022 Build Tools (C++) and Premake 5.
git clone --recursive https://github.com/festella22/ce-lighting
cd ce-lighting
premake5 vs2022
MSBuild.exe ce-lighting.sln /t:ce-lighting /p:Configuration=Release /p:Platform=Win64tools\reload.ps1 builds it and (re)loads it into a running MCC.
- Spark by KodyJKing: the Halo CE MCC mod loader and SDK.
- The light scattering method: Kenny Mitchell, "Volumetric Light Scattering as a Post-Process", GPU Gems 3, ch. 13.
MIT, see LICENSE. Fan project, not affiliated with Microsoft, 343 Industries, Halo Studios or Bungie.