Custom Ghost Bumps for Halo 2

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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theycallmechad




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Post by theycallmechad »

I like to try to make my skins as realistic as possible, to the smallest of details (although I get sloppy). I think this will help out greatly. For instance, when I make a wooden floor in a skin, I want you to be able to see the grains of wood individually instead of seeing the metalic bump that was there before. Other than that, I suppose I could use it for flashy things too like this vehicle skin or Biped and vehicle skins.

Why do you ask? Do you have ideas?
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Post by INSANEdrive »

theycallmechad wrote:I like to try to make my skins as realistic as possible, to the smallest of details (although I get sloppy). I think this will help out greatly. For instance, when I make a wooden floor in a skin, I want you to be able to see the grains of wood individually instead of seeing the metalic bump that was there before. Other than that, I suppose I could use it for flashy things too like this vehicle skin or Biped and vehicle skins.
I can See Eye to eye in that remark... Amen and with Much Applause... 8)
Why do you ask? Do you have ideas?
LOL :lol: .. Are You Kidding Me!?!

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r0tten
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Post by r0tten »

so how do you extract and inject the bump maps ? do you think you have it in your heart to right a tutorial for the people who truely do care about a good looking skin

also wood grain is exactly what i was thinking when i saw this.
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Post by INSANEdrive »

r0tten wrote:so how do you extract and inject the bump maps ? do you think you have it in your heart to right a tutorial for the people who truely do care about a good looking skin
What is a Bump map... other then a skin with different information :wink:
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r0tten
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Post by r0tten »

when you extract them (atleast in dothalo) then try to load them in photoshop cs2 v9 you get this message:

could not complete your request because of a problem with the file-format module interface

so yeah, agian, can you write a tutorial on how to extract/inject them properly pretty please :P
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Post by theycallmechad »

I'll let those who discovered release this info to the public. All I'll say for right now is to try different programs... though you'll use dothalo and photoshop, don't forget about the other 2 I listed...

:wink:

You'll get it.
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Post by INSANEdrive »

r0tten wrote:when you extract them (atleast in dothalo) then try to load them in photoshop cs2 v9 you get this message:

could not complete your request because of a problem with the file-format module interface

so yeah, agian, can you write a tutorial on how to extract/inject them properly pretty please :P
If Halo 2 ..or xbox for that matter...I cant say...

...But in PC I have (so Far ) Had No Problem...

It could Be the Source... or it Could Be the Program...
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Post by r0tten »

well thanks for a starting point atleast, tell whoever figured it out that it would be extra nice of them to share this with the modding community whenever they see fit. there has'nt been any real breakthroughs in skinning in a loooooooong time not since uberlightmaptool and i wouldnt really call that a "skinning breakthrough" so it would be nice to be able to get the skinning section some recognition hell if some tries hard enough and does a good enough job it might even be possible to get a skin some sort of outstanding mod recognition.

hmm is'nt that a nice thought "the outstanding skins section"

or

"halomods elite skinning section"

ahhh that would be grand.

i'm rambling are'nt i?
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Post by INSANEdrive »

r0tten wrote:well thanks for a starting point atleast, tell whoever figured it out that it would be extra nice of them to share this with the modding community whenever they see fit. there has'nt been any real breakthroughs in skinning in a loooooooong time not since uberlightmaptool and i wouldnt really call that a "skinning breakthrough"


Breakthrough.... Heh... The Only Breakthroughs I can think of for Skinning would Be to make it so those who on Pc can't see Decals... Can See Some (Which I have done. It wasn
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Post by Aequitas »

The ghost looks cool, but I didn't think bumpmaps were that much of a mystery.. ;x
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Post by kornkidcrazy »

r0tten wrote:when you extract them (atleast in dothalo) then try to load them in photoshop cs2 v9 you get this message:

could not complete your request because of a problem with the file-format module interface
That is becuase you get the bumps from Darkmatter silly.

And chad, looking good!

Also, thanks a million swese if you read this, since, well, you know. :wink:
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Post by r0tten »

yeah, took me 2 more minutes to find that out, mystery solved, i guess..... bumpmap editing here i come!!!!


oh and "breakthrough" was the only fitting word i could think of, i probably sat there for 5 minutes thinking of what word would be most fitting
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Post by theycallmechad »

As promised, here's a high res picture of the ghost. I'm kinda sad about the high res picture because it shows all the flaws...

Click on the picture for larger version. If you want an even LARGER version (3807x1659), PM me and I'll send you the .rar of it.

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Post by INSANEdrive »

theycallmechad wrote:As promised, here's a high res picture of the ghost. I'm kinda sad about the high res picture because it shows all the flaws...
Why?

It is a good thing to see the flaws... besides.. I think you can just buff that out 8) :P
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Post by theycallmechad »

No, they can't be buffed out... it looks great in photoshop, but it's the way the game uses them that makes the textures all screwey like it is. It's a DXT1, so basically the image was doomed to begin with. I'll be able to incorporate better ways of using it so it doesn't look pixelatedin the future...
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Post by INSANEdrive »

theycallmechad wrote:No, they can't be buffed out... it looks great in photoshop, but it's the way the game uses them that makes the textures all screwey like it is. It's a DXT1, so basically the image was doomed to begin with. I'll be able to incorporate better ways of using it so it doesn't look pixelatedin the future...
What
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Post by Aequitas »

Bump maps only need one channel..
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Post by INSANEdrive »

Aequitas wrote:Bump maps only need one channel..
I Believe it is usually a multi-channel image (that is, channels for "red", "green" and "blue" as opposed to just a single color)

At least in normal mapping ( Which is a use of the "technique" that is Bump Mapping)

There are also Alphas in some cases I believe (Height Maps? )...

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Post by Aequitas »

Bump maps and normal maps aren't the same thing..
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Post by INSANEdrive »

Aequitas wrote:Bump maps and normal maps aren't the same thing..
Yes... and Yet... No

They Are Very Close together...

I have seen Both sides... Some say Yes.. Some say No..

I say whatever...

It... Like bump mapping it is used to add details to shading without using more polygons.

And... * ! * I Just Blanked out ...

Ow... My Brain Itches...

Edit: Ok... I Rested My Brain...Cleaned up to ooze coming out of my ears and I see now that Jumbled some Info Around...

Yes , In Most Cases , the Bump Maps are One Channel... But they also can Have Alphas.. Which Dxt 1 can Not do ( Dxt 2 and Higher Can...)

As For the Normal Maps.. They are Similar in Many ways and Different in Few...

Ya that Sounds Better... Aequitas.. You made my Brain Itch... Darn You 8) :P
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