Halo 2 Rendering

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jam50





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Post by jam50 »

Well, i could try once i get my high reolution detail going, for you who dont know what the heck im talking about, i need to get my detail bump that wiwll give the MC kinda small bumps on himself, like halo 3's MC, so, once i get those, i would be happy to give you a close up shot, and dont mistake this post to have critisism, im not using it
Jordan





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Post by Jordan »

You could do that easily by tiling the metal_dirty (or any other detail map you want) and putting it in the Additional Bump slot. Just FYI. :)
jam50





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Post by jam50 »

Oh awsome, thanks dude
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Dalto11





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Post by Dalto11 »

well now that I have the basic material down I decided to mess with the bump, putting the metal_dirty in the additional bump map.


Here is what I got in high res:
http://ic1.deviantart.com/fs14/f/2007/0 ... alto11.png

Devaintart it's self:
http://www.deviantart.com/deviation/52289483/


doesn't the primary bump map seem odd to you? It's just a tad weak :?




Low Res:
http://img162.imageshack.us/my.php?image=mcltue2.png
jam50





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Post by jam50 »

tiiiiiny problem, when i use my hi reolution bitmap i made, it doesnt cover the whole MC, any suggestions? i made a cirlce of red that shows were the detail that is most visible is, so, yea...
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Jordan





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Post by Jordan »

Dalto, your detail bump is too strong, and the normal bump is too weak.

jam, I really don't know what you're saying. :?
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Dalto11





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Post by Dalto11 »

well I'll put it like this, I took Darco's Height Map and it was realllllly weak converted to a normal, so what tdo I do since It refuses to extract bump maps?
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Tural




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Post by Tural »

Use the active camo texture?
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Dalto11





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Post by Dalto11 »

I could do that, is their any difference?
h0pe





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Post by h0pe »

I'm really confused on step 6...
In the first slot, add metal_dirty. Now, detail maps are very small images and thus they need to be tiled. To find out how much to tile the bitmap, go to the top of the center column of entity and click tools -> show -> show invisibles. Then select OK. You will notice that the column changes. Now scroll up until you see the box with the words Detail Tiling/Falloff Colors. The first set of numbers are 9x9, this is where you find the detail tiling of most detail maps. For some models such as the skin on marines, you must scroll down under the words Detail Tiling/Falloff Colors to find the detail amounts.
Maybe its because I'm too stupid to do things without pictures :D. I'm stuck at the "in the first slot, add metal_dirty" because I have no idea what I am supposed to add or put in 3ds max. In the second part, is anything happening in Entity that I am missing?
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Darco




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Post by Darco »

metal dirty is a bitmap. you make an rgbmultiply and put metal_dirty as a bitmap in the first slot. there is a picture underneath that paragraph showing where to get the tiling information. also, 2 pictures down shows what it should look like in the rgbmultiply.
Image
=[
h0pe





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Post by h0pe »

So how do you get the metal_dirty bitmap on that button? When I click on it, there is no metal_dirty in the window that pops up.
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Darco




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Post by Darco »

you find where you extracted all of your bitmaps and select it from there. if you followed my instructions at step 4, you should have extracted metal_dirty. if not, then you need to.
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h0pe





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Post by h0pe »

Well I have it extracted, I guess just not into the correct folder. I made my own folder that I put the bitmaps into. Which one is it supposed to go into?
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Post by Jordan »

Dalto11 wrote:well I'll put it like this, I took Darco's Height Map and it was realllllly weak converted to a normal, so what tdo I do since It refuses to extract bump maps?
You don't convert that to a normal dude, you use it like it is. :?
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Darco




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Post by Darco »

you put the folder with the images wherever you want. i have mine set up neatly in the images folder of max so they're easily accessible, but its your preference.
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h0pe





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Post by h0pe »

Methinks I figured out the problem....thanks.
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Dalto11





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Post by Dalto11 »

Jordan wrote:
Dalto11 wrote:well I'll put it like this, I took Darco's Height Map and it was realllllly weak converted to a normal, so what tdo I do since It refuses to extract bump maps?
You don't convert that to a normal dude, you use it like it is. :?
so your saying the Height map will work just as well as a normal :?
h0pe





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Post by h0pe »

Meh, I'm confused again....
You need to create a composite with 20 colors. Tural posted the Multiplayer colors a while back. To get the Campaign color, you need to go into the masterchief bipd tag and show the invisibles in entity. Scroll down until you find the word permutations, and multiply the first 3 numbers by 255 to get the RGB colors for the campaign color. Make an RGBTint in the first slot of the composite for the colors, and name it Campaign. Then add in the RGB colors for it.
I am completely lost as to how to create a composite with 20 colors.
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Darco




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Post by Darco »

make a composite. set the slot number to 20 or 19. uncheck all slots. in each slot put an rgbtint and use the colors i linked to as well as the campaign color that i showed how to get. check the color you want to use.
Image
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