"Multi" Textures

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Tim.





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"Multi" Textures

Post by Tim. »

I exported a few of the vehicles from Halo 1 Xbox; and some of the textures included a 'multi' version. For example "Warthog Multi.dds" I was curious, what are these 'multi' versions for and can they be used with 3dsMax to enhance the texture quality in some way?
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p0lar_bear




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Post by p0lar_bear »

A multipurpose bitmap helps define how shiny an object is, what parts of the base map change color depending on teams, and what parts of the bitmap give off light.
Tim.





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Post by Tim. »

I see. How can I use this in Photoshop or 3dsMAX?
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p0lar_bear




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Post by p0lar_bear »

Tim. wrote:I see. How can I use this in Photoshop or 3dsMAX?
I don't think the bitmap can be used in 3dS, but I may be wrong. And in photoshop, to modify it, it works like this:

Red Channel defines shinyness
Blue Channel defines color changing areas
Green Channel defines self-illumination ares.
Tim.





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Post by Tim. »

So then, how can I merge the normal bitmap and the multipurpose into one texture?
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p0lar_bear




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Post by p0lar_bear »

Tim. wrote:So then, how can I merge the normal bitmap and the multipurpose into one texture?
You can't. The multipurpose and base maps are two different bitmaps. The Halo engine references the multi bitmap in a shader to make the necessary reflections, lighting, and color changes.
Tim.





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Post by Tim. »

So they are useless outside of the Halo engine? What about if I wanted to make renders with 3dsMAX?
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p0lar_bear




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Post by p0lar_bear »

Pretty much. 3D Studio Max lets you go all of that kinda stuff manually in the Material Editor.
Tim.





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Post by Tim. »

Alright thanks.
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