need to know how to make reticles on mac
HMT mac can only do some d-swapping, it perfects models during PMI after their injected and does bitmaps. That's about it. How do we know a model or bitmap was injected correctly? Because HMT then crashes if you try to do anything else. Missing most of the usefulness of the PC version. But that's neither here nor there as the issue is bitmaps. HMT doesn't import for that format which means DDS. Which means no fun but doable.
- thinkreddie
- Posts: 531
- Joined: Fri Jun 18, 2004 4:57 pm
- Location: Colorado springs
Just change the stored format of the bitmap, and save/import it as DXT4/5 -- it's more reliable, and HMT fubars some of the bitmap formats that aren't DXT.
I believe Allister did a good job of explaining how to convert it: http://forums.halomods.com/viewtopic.php?t=8558
I believe Allister did a good job of explaining how to convert it: http://forums.halomods.com/viewtopic.php?t=8558
DECOY wrote:I think everyone should broaden their horizons and learn to spam in a foreign language
That would indeed work. Although IIRC, you have to find which image out of the meta data you're working with since I think they can store multiple formats per bitm meta. Also hoping that the DXT compresses to something as small as the original filesize but that's probable.
So to recap for those playing along with hex editors:
(basically a reflexive)
Bitm tag + 0x60: image count
Bitm tag + 0x64: offset to first image (subtract magic)
Image chunk size: 0x30
Bitm tag + offset to first image + (desired image-1 * 0x30): offset to chunk
offset to chunk + 0xC: image format
Format chart:
So to recap for those playing along with hex editors:
(basically a reflexive)
Bitm tag + 0x60: image count
Bitm tag + 0x64: offset to first image (subtract magic)
Image chunk size: 0x30
Bitm tag + offset to first image + (desired image-1 * 0x30): offset to chunk
offset to chunk + 0xC: image format
Format chart:
Code: Select all
A8 0x00
Y8 0x01
AY8 0x02
A8Y8 0x03
R5G6B5 0x06
A1R5G5B5 0x08
A4R4G4B4 0x09
X8R8G8B8 0x0A
A8R8G8B8 0x0B
DXT1 0x0E
DXT2AND3 0x0F
DXT4AND5 0x10
P8 0x11