skin that dont do like i want
skin that dont do like i want
ok, heres the prob. I skinned the grass on coagulation to something grey... did it bouth to "lush.bitm" and to "coag_grass.bitm" but its still green lol...know what i should do to remove the green color?
bibbit u can change the details of the grass that way but the grass is only a detail map, it uses the color of the ground texture and just takes the details from the grass texture I've done it before 2, just change the green parts on the coag_ground texture and it will change the color of the grass bitm in game.
- bibbit
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Coag_grass is not a detail map. There is a detail map for the grass:
scenarios/bitmaps/detail_maps/nature/grass/lush
but this:
scenarios/bitmaps/multi/halo/coagulation/coag_grass
is how I change the color, and it works. I don't have to touch the coag_ground tag. Good luck, happy skinning, and nice try beating me in Scotty's competition!
scenarios/bitmaps/detail_maps/nature/grass/lush
but this:
scenarios/bitmaps/multi/halo/coagulation/coag_grass
is how I change the color, and it works. I don't have to touch the coag_ground tag. Good luck, happy skinning, and nice try beating me in Scotty's competition!


i did that from the begining but its still green so il try Tain7ed way.bibbit wrote:Coag_grass is not a detail map. There is a detail map for the grass:
scenarios/bitmaps/detail_maps/nature/grass/lush
but this:
scenarios/bitmaps/multi/halo/coagulation/coag_grass
is how I change the color, and it works. I don't have to touch the coag_ground tag. Good luck, happy skinning, and nice try beating me in Scotty's competition!
btw im not in Scotty's competition kuzz im to bad att skinning, this one is my first try.
EDIT: when im changing the color in coag_ground the image just getts fu*kt up when im importing it again.
Make sure you are injecting as the same compression state (DXT3 for the ground, if I'm not mistaken) and you do have mipmaps generated.
To check the compression state for a bitmap, open the map in Entity 6 and go to the bitmap tag of the bitmap you want to inject. At the bottom under the reference editor, there is some text that appears. It will tell you the compression state something like DXT2and3 or DXT4and5 or P8. P8 = 8:8:8:8 ARGB.
To check the compression state for a bitmap, open the map in Entity 6 and go to the bitmap tag of the bitmap you want to inject. At the bottom under the reference editor, there is some text that appears. It will tell you the compression state something like DXT2and3 or DXT4and5 or P8. P8 = 8:8:8:8 ARGB.

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ok i will try that...Elite747 wrote:Make sure you are injecting as the same compression state (DXT3 for the ground, if I'm not mistaken) and you do have mipmaps generated.
To check the compression state for a bitmap, open the map in Entity 6 and go to the bitmap tag of the bitmap you want to inject. At the bottom under the reference editor, there is some text that appears. It will tell you the compression state something like DXT2and3 or DXT4and5 or P8. P8 = 8:8:8:8 ARGB.