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foxfanatic23I7




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Post by foxfanatic23I7 »

Thanks much.
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i3u11et





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skin

Post by i3u11et »

one question... how do you skin over a texture... i'm gettin really annoyed..i can't figure it out haha....
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Re: skin

Post by ScottyGEE »

i3u11et wrote:one question... how do you skin over a texture... i'm gettin really annoyed..i can't figure it out haha....
You mean replace a texture? Or having two textures overlap? Or the detail maps or reflectionmaps that are applied over a texture?
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Post by i3u11et »

say for example i wanted to skin the warthog... you know how on the side..the panels are textured so if you were to just take a brush over it..u save it as ... i think its dxt3 ..watever..you inject it..and wen u inject it you see the grooves side panels..well i saw warthogs..where the side panel grooves .. they aren't actually grooves were gone...

if that helps... wat im saying
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Post by ScottyGEE »

Sorry...I still dont understand you.


Detox, upon reading that info, are you saying that your method is improper? Is there a way of making it proper? I want to see if some problems I'm running into is due to that.
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Post by kibito87 »

I think he's talking about Bumpmapping.
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skinning help

Post by croe »

i am using an xbox 360 and i have turf on my pc using XSATA. when i go to bitmap, and then click what i want to skin (IE. Wharthog) it says
file.../shared.map not found make sure it is in the specified folder. i have no ideah where to get the Shared.map folder.
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Post by Prey »

Multiplayer maps reference data from the shared map and mainmenu map, just as single player maps reference data from the single_player_shared map, and again the mainmenu map.

In this case the bitmap you want to edit is found in the shared map. The shared map can be found on your Halo2 CD, which cannot be accessed via an xsata device :(
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Post by croe »

oh i c. but what about this. i apllied an sppf patch and then loaded it up and it was skinned.
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Post by JacksonCougAr »

The patch ads new internal bitmaps to your map.

You can get around this by cloning a bitmap that is internal that is the same size as the one you want [and format], skinning it as you want, injecting the cloned version back in, and re-referanceing it in the shader.
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Post by Prey »

croe wrote:oh i c. but what about this. i apllied an sppf patch and then loaded it up and it was skinned.
The creator of that mod originally had the shared map, and just used an internalizer app to copy the bitmap out of the shared map and paste it into his map, like dark said.
ScottyGEE wrote:Detox, upon reading that info, are you saying that your method is improper? Is there a way of making it proper? I want to see if some problems I'm running into is due to that.
Improper, everytime :P
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Post by ScottyGEE »

Any way of making it proper to see if theres a difference? I'm getting rendering errors. Which seems to display corrupted bitmaps....When there aren't any
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Post by Prey »

ScottyGEE wrote:Any way of making it proper to see if theres a difference? I'm getting rendering errors. Which seems to display corrupted bitmaps....When there aren't any
When you say "improper", I'm guessing you mean that the rawdata is placed right at the end of where rawdata can validly be placed in the map file. In that case detox's method would be considered proper. But the whole duplicating bit kinda throws it all off..

The corrupted bitmaps may be coming from overwriting the new texture again, because you didn't shift the offset at which to find the bitmaps underneath the one you just made bigger. All in all it's a pretty dodgy method, and so your better off waiting for whatever he's making, or I might make a small tool tomorrow if I get the time.

What you could do in the mean time, is just find a texture in one of the external maps, find a tag in another map that references that texture, copy+paste the tag's meta over the tag you want to have bigger bitmap raw. Then open up an internalizer and intern. the tag you just pasted the new meta into. Although this method would be considered "improper" as it'll leave the initially referenced bitmap raw, unreferenced.
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Post by croe »

JacksonCougAr wrote:The patch ads new internal bitmaps to your map.

You can get around this by cloning a bitmap that is internal that is the same size as the one you want [and format], skinning it as you want, injecting the cloned version back in, and re-referanceing it in the shader.
im very new at this stuff and i dont wanna just go download a ppf for everymap that i want skinned, i would like to create my own skins... the question im trying to ask is, how would i go about cloning a bitmap that is internal, formatting it and so on? is there a tutorial anywhere?
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Post by -DeToX- »

Prey how is my method improper. The one I used to make the bitmaps?
It in a way is inproper. But in the END of the process, it is proper. Entity adds the raw properly, as well as the metas, upon injection...

EDIT: Which I just noticed is what you said. But yeah I'll add it in. Turns out I made a boo-boo when typing that post up in the beginning. Yes I said boo-boo. >_>

Meaning yeah it shouldn't be as hard.
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Post by croe »

croe wrote:
JacksonCougAr wrote:The patch ads new internal bitmaps to your map.

You can get around this by cloning a bitmap that is internal that is the same size as the one you want [and format], skinning it as you want, injecting the cloned version back in, and re-referanceing it in the shader.
im very new at this stuff and i dont wanna just go download a ppf for everymap that i want skinned, i would like to create my own skins... the question im trying to ask is, how would i go about cloning a bitmap that is internal, formatting it and so on? is there a tutorial anywhere?
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Post by kibito87 »

croe, there is no need to "format" a bitmap. Download .:This:.. Then open your map in the program. Find the bitmap you would like to internalize and double click it. This will internalize the bitmap. If you want to duplicate a bitmap, open your map in entity and right click any bitmap you want to clone and duplicate if anything do it recursively...unless you want to assign the bitmap to a shader yourself.
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Post by antszy101 »

I dont have as much of a problem as an annoyance :?
Is there a way to make bump maps come into view sooner? For example, in Coag if you stand on one of the ridges on the sides of the map and look into the center of the map, the bump maps dont show up. But once you move closer, they do.
Ill try to get a pic of what I mean in a second
EDIT: heres a picture
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see how they dissapear?
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Post by JacksonCougAr »

I believe that bumpmaps have lower levels of mipmaps... or was it lods...?

Crap... I always get them confuzzeled... Umm... trouble is most bumps won't be ABLE to be seen on most standard tube tele's from a distance because of pixal limitations... But try forcing it to use the highest LOD for the bumpmap in question. You should be sharp enough to figure that out. I'm not really easily able to think of it at the moment. Machinama tool has the option but it is a mass effect tool. Affects everything. Causes host lag supposedly too...

I REALLY need to buy an HD TV and Mod another 360 to skin on >_>

At the other guy above this and tat: creo has no shared/map, etc. only base maps.
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Post by kibito87 »

JacksonCougAr wrote:At the other guy above this and tat: creo has no shared/map, etc. only base maps.
Who's fault is that? We can't help it if he doesn't have all the necessary items needed to complete his task? I suppose he needs to get them off the disc...unless of course, he doesn't have a legitimately bought Halo2 disc.
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