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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »texturing my map

Author Topic: texturing my map (4 messages, Page 1 of 1)
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mikehaysjr
Joined: Nov 18, 2007

My stuff is going AWRY!!!!!


Posted: Jan 1, 2008 06:50 PM    Msg. 1 of 4       
can someone link me to a GOOD texturing map tutorial? i cant find a good one that i have the programs for... i have photoshop, and paint... i need to texture a gun i just made... also, is there a way to make my weapon shine? not like a flashlight, just like a piece of metal in the sun...


Pingvinz
Joined: Dec 4, 2007


Posted: Jan 2, 2008 10:22 AM    Msg. 2 of 4       
Yes, you make the weapon shine by adding a layer on top of the weapon.


Enzo03
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Screenshot Guru
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Joined: Aug 3, 2007

I'd rather go without than take what you'd bring.


Posted: Jan 2, 2008 03:59 PM    Msg. 3 of 4       
to make the shine, you first make a multipurpose by taking the main bitmap and adjusting the color levels so that it is blue/red/pinkish/purplish, and compile that bitmap as well with tool...

then you use any cubemap that would look good when making the weapon's shader... For shining in the sunlight, use reflection diffuse metal in the warthog's bitmap folder.

As for texturing your map, go to top view in 3dsmax/gmax and make that view full view, then take a screenie of it with your printscrn key. Then in photoshop or whatever you use (I use GIMP because its free... >_>) you can work with that screenie by pasting it in a new image... green for grass, brown for dirt, grey for gravel, blah blah blah...

in the alpha channel, set one color (or related colors that are supposed to be of the same material) to be white, and another (or related) to be black. Make sure that it is a gradual blend between black and white in the alpha channel or it will not look so good :-/

a common example would be bloodgulch's bitmap. The "dirt" is white in the alpha and the grass is "black" in the alpha.

you may need more than one image though. The reason is if you have some three or more different types of ground (and you need sand, dirt, mud, and grass...)

What this does is it allows you to use multiple detail textures that help to make the map look uber awesome, without all the tiling that using a single texture has...

Hnestly, i think you will have to just take this, make sense out of it somehow (lol whut????@_@) and apply it. Simply look at bloodgulch's bitmap, then look at the alpha in guerilla, and maybe that will help out some too...
Edited by Enzo03 on Jan 2, 2008 at 04:09 PM


Enzo03
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Screenshot Guru
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Joined: Aug 3, 2007

I'd rather go without than take what you'd bring.


Posted: Jan 3, 2008 12:29 PM    Msg. 4 of 4       
In the main bitmap of the multipurpose:
blue is shiny with colorchange

red is more shiny (but does not exclude colorchange

green is self-illumination (lights up like a lightbulb)

black is no reflection or effects whatsoever (though, I have seen black create darkening effects)

in the alpha of a multipurpose:
white allows colorchange

black disallows colorchange


that is just a quick reference. And if you want cel shading, either get a life or go use search. search is the savior of all noobs or people who have problems that actually can be answered by the mighty oracle that is QUICK SEARCH!!!!!!!!!!!!!!!!! (and yes, there is a cel shading tutorial)

 

 
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