Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 2 Restored Lighting
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Engine: Halo2
Game Content: Campaign
File Size
Posted
Updated
8.505 GB
27 Jun @ 2:01pm
14 Aug @ 8:41pm
21 Change Notes ( view )
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Halo 2 Restored Lighting

Description
Nexusmods version for Gamepass/MSStore users: https://www.nexusmods.com/halothemasterchiefcollection/mods/2603

A project of mine that restores the dynamic lighting in Halo 2, using SEV's custom shaders
( https://github.com/777Sev777/Halo-2-Custom-Shaders ) for better shadow filtering.

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 Pstencil engine was scrapped

SEV's Youtube channel: https://youtube.com/@i_sev_i?si=P-T7H2Ou-5t2C9PG

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 NexusMods (but sadly hasnt 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 arent stencil shadows. Even when the mod tools say so, they are shadow maps, and act like shadow maps. Stencil shadows would be pixel perfect, this 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 drom 144fps at 1080p), so be prepared for framerate drops


Known issues (all unfixable, sadly):

Shadow resolution too low: its a problem with how Halo 2 works, and the resolution can't be manually changed, its all dependant on the light properties (size, fov, and range)

Dissappearing shadows: caused by the game culling the objects that generate the shadows when they are out of your FOV. Consecuence of the game's optimization

Lights appear/dissappear 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
183 Comments
THENATHE 4 hours ago 
Do you need to play with EAC disabled for this to work?
kitty 20 hours ago 
this lighting reminds me of doom 3
Earthworm Jim 23 hours ago 
almost every model/texture in the game was made with this lighting system in mind but it just ended up being too much for the xbox without them having to shrink the maps and make the game linear
Earthworm Jim 23 hours ago 
go compare this mod to the OG youll be shocked how flat it looks especially the normal/bump maps the dynamic lighting brings out so much detail. the game was built with dynamic lighting in mind so youll get an idea what bungie intended for the game to look
Drag0n 17 Sep @ 6:06pm 
Oh... well it looks great regardless. I guess just as a kid this is how it "looked" to me. 😅
Mr.PirateFox  [author] 17 Sep @ 6:03pm 
Tbf, the game never looked like this on retail. Sure, the MCC version was graphically downgraded from the Xbox version because of the Windows Vista port, but this specific look is exclusive to the E3 2003 demo
Drag0n 17 Sep @ 3:42pm 
Surreal seeing this; after years of MCC I eventually gaslit myself into thinking Halo 2 always looked like crap, but now I remember this IS how it looked way back when.
❀喵帕斯~ 15 Sep @ 5:42am 
it would be cool if their was one for the multiplayer maps
Bitterflea 13 Sep @ 7:10pm 
it would be cool if their was one for the multiplayer maps
Jayse 10 Sep @ 8:58pm 
what trog said man, this and Ruby's h2 rebalance would be next level