Adding caubemap to anything?
- shortbusheros4
- Posts: 198
- Joined: Mon Nov 26, 2007 4:08 pm
Adding caubemap to anything?
How can you add a cubemap to something like the cliff walls of bloodgulch? I really just want to try swapping with existing cubemaps before I get into making original ones.
most cubes can be swapped on the fly by extracting them and then injecting them over a existing ones. Getting a cube to show up on a cliff wall would require what ever bitmap you installed to have a alpha layer so the cube could reflect off of it. The cliff walls dont have alpha layers so they cant. Cliff walls are DXT1 and thoes so not carry alpha information. A exception to this are weapons, vehicles and bipeds cause their multipurpose has a alpha channel since the multi saving format is DXT3. When you see a weapons cubemap its simply a reference to the warthog cubemap thats used.
hope this helped.
hope this helped.
Life is not how you survive the storm, but how you dance in the rain
- shortbusheros4
- Posts: 198
- Joined: Mon Nov 26, 2007 4:08 pm
What? Can't you just swap the 'n'th depenency in HHT? You can give things details like this.
For anybody still wondering where FTD has gone, here it is.
- shortbusheros4
- Posts: 198
- Joined: Mon Nov 26, 2007 4:08 pm
I'm sure pepsi's right on this, I've tried this before.. say if I want to put a cubemap on the tank, then I'd go to [soso] in HHT and swap the hull dependencies from 'nulled out' to something like 'pistol cubemap'?Philly wrote:What? Can't you just swap the 'n'th depenency in HHT? You can give things details like this.
If this is what you're talking about, then it won't work because the tanks multi is in DXT1, however, if you wanted to change something that shares the cubemap then this method works, for example, the Ghost and Banshee shares the banshee cubemap.
- shortbusheros4
- Posts: 198
- Joined: Mon Nov 26, 2007 4:08 pm
Not that I know of but, going back to this:
The only thing I have been able to do so far with cubes in HHT are make things like the Ghost and Banshee not share the same ones and also null them out on things I don't want, I can't think of any other way to add them to other things.
Don't the weaps use DXT1 and Vehicles use DXT3 on the multis?Pepsi wrote:Cliff walls are DXT1 and thoes so not carry alpha information. A exception to this are weapons, vehicles and bipeds cause their multipurpose has a alpha channel since the multi saving format is DXT3.
The only thing I have been able to do so far with cubes in HHT are make things like the Ghost and Banshee not share the same ones and also null them out on things I don't want, I can't think of any other way to add them to other things.
Why does the multi need to be in DXT3? Why does there even need to be a multi?
For anybody still wondering where FTD has gone, here it is.
Yes, I know that:
Red = Detail
Green = Glow
Blue = Shine
But, why do you need an alpha channel? The only place I've seen it is for colour change.
Red = Detail
Green = Glow
Blue = Shine
But, why do you need an alpha channel? The only place I've seen it is for colour change.
For anybody still wondering where FTD has gone, here it is.
So? DXT 1 bitmaps have a white alpha by default. 

For anybody still wondering where FTD has gone, here it is.
- shortbusheros4
- Posts: 198
- Joined: Mon Nov 26, 2007 4:08 pm