Halo 2 Aniversary Elite_MP skin lights bug

Hello guys, It would be good to take the opportunity of the development phase for the PC launch and finally to fix any bug related to the lights of the elite armor including classic multiplayer graphics (fails from the Vista/PC version) and about remastered campaign (It seems to happen during some missions or situations)
The classic Xbox console version never had this bug.

As for the remastered multiplayer graphics, I can’t say much since the classic elite models have been modified by new permutations without the traditional campaign elite lights set, I’m not sure if there works 100% correctly. It’s disappointing that the bug happens again without correction for classic graphics.

Some examples:

*Halo 2 Vista (PC) Multiplayer
>>> http://i.imgur.com/TMsssxo.jpg
Comparison of elite mp and campaign elite

*Halo 2 Anniversary (MCC) Multiplayer Xbox One console
>>> Halo 2 Classic - Big Team Battle Assault - Terminal (XBOX ONE) - YouTube
See time 0:54, mp elites without lights too…

I know that the remastered version has new and different multiplayer elite models but if you switch to classic graphics mode, you’ll see elites without lights… It’s a discrete bug but the lights are a very nice feature for the elite armor.

I have to clarify that in the Xbox classic version the bug doesn’t happen as you can see here:

*Xbox (2001 Console) Multiplayer
>>> Elites Versus Spartans: Episode 3 - YouTube
See min 02:07, here you can see in detail the purple, green and golden colored lights that adorns the covenant armor and even the variation of the lighting effect of the golden lights when the player has no energy shields.

The bug has been reported via PC modding communities to try to find a solution but the solution seems to be very hard…
Here are some quotes from people with experience in modding:

> Hey guys need some help. I figured out why the elite_mp variants on the PC don’t have active illuminating lights. It appears that for the PC version, the decided to assign the render_layer_disabled for the inset_lights_mp.shader. Now the location of the actual shader file for which the game draws from is located in shared.map. problem is, Assembly doesn’t allow the saving of the changed data for this map or shader for some reason. I have not attempted to compile a new globals.globals tag yet but I’m pretty sure the changes either won’t hold, or becuase we’re using a custom tag, that any map compiled with this change will require the slot map naming convention.
>
> This little side project isn’t for me, it’s for someone else. They want to be able to have lighted elites in multipl;ayer without the need for custom map naming. If anyone has any clue how to get the changes to stick, let me know!

> If i remember this is a bug caused due to faulty shader
> So its not so easy to fix because theres no current way to actually write a shader in editing kit and compile it
> And as MCC is a port of this game itself so yea the bug persists
> Im not in insider program,but as for 343 knowing this thing,i bet they do know it
> Possibly theres no easy solution for them too so we havent seen them fixing it either
> But i hope that someday we can fix it earlier than them

> Well the team managed to do it
> Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.
>
> But on further research we found that there are perhaps issues with all the lights
> You can see lights through the geometry

> To my knowledge, there are no news about this bugfix

Thank you for the attention and if this can be seen by the development team it would be wonderful and remember some players may need the classic graphics for reasons of performance, etc and don’t forget to check the bug in the remastered campaign.

here a good and updated example from GeneralKidd, just check min 9:33