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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »How do you make a visor outline?

Author Topic: How do you make a visor outline? (12 messages, Page 1 of 1)
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PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 10, 2009 10:01 AM    Msg. 1 of 12       
I found quagmirian's tutorial over at open carnage, and tried it in CE. I haven't gotten it to work, though.

So that's pretty much it.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Oct 10, 2009 06:43 PM    Msg. 2 of 12       
If your attempting to make an ODST look alike it won't work. You'd have to make it so it showed the wireframe but then still had the models in it. Then it would have to have the night vision filter over it. That's what I think you'd have to do but I don't think it will work out the way you want it to.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Oct 10, 2009 08:15 PM    Msg. 3 of 12       
visor outline means the outline of the helmet on your hud

an yeh low light vision work in halo, but is not related to visor outlines.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 11, 2009 12:19 AM    Msg. 4 of 12       
I figured i had to change the hud_ammo_outlines.bitmap. I did, but then it wouldn't compile.


gerbile3
Joined: Jul 21, 2007


Posted: Oct 12, 2009 01:19 PM    Msg. 5 of 12       
Wouldnt it be a HUD overlay?


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 13, 2009 05:46 AM    Msg. 6 of 12       
Um... let me show you an example of the visor outline i'm speaking of.



One of the few things i made myself.... Oh, and it just looks ugly because of the jpeg compression.
Edited by PX173 on Oct 13, 2009 at 05:47 AM


Advancebo
Joined: Jan 14, 2008


Posted: Oct 13, 2009 06:21 AM    Msg. 7 of 12       
Reference in the bitmap to "master.weapon_hud_interface" (tags\ui\hud\), at the top in Overlay Elements.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 13, 2009 07:57 AM    Msg. 8 of 12       
Quote: --- Original message by: Advancebo
Reference in the bitmap to "master.weapon_hud_interface" (tags\ui\hud\), at the top in Overlay Elements.


Ok, but how do you make a 1024x1024 bitmap? When you make one with the blue borders it doesnt show when you click show bitmaps, and if you don't put in those borders you get a skrew'd bitmap, and it shows exactly how you make it, black doesn't go transparent. I've tried recompiling but the max page size(as tool says) i can select is 512x512. Somebody tell me if you can do this in kornman. And i'd like to ask what settings i should put in?


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 13, 2009 08:36 AM    Msg. 9 of 12       
Quote: --- Original message by: DDT_Ghost

paint has a cut/stretch function....

EDIT: nvm my edit :o
Edited by DDT_Ghost on Oct 13, 2009 at 08:34 AM
Edited by DDT_Ghost on Oct 13, 2009 at 08:35 AM


It isn't image editor-related.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Oct 13, 2009 09:55 AM    Msg. 10 of 12       
Make a bitmap with the power of 2 (aka 1024 x 1024)

then compile once.

then open guerilla, in the bitmap settings select interpolated alpha, save.

compile again.

done.

and dont forget making an alpha map in the image you try to compile itself.... halo doesnt make one for you...

put the bitmap reference in the cyborg.unit_hud_interface in the very top slot, the overlay one.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Oct 13, 2009 10:11 AM    Msg. 11 of 12       
Now i feel stupid, seeing as it's even simpler than making an ammo meter. Well, i did know that you could put it in either master rounds or the unit hud interface, but the whole bitmap thing was annoying. for me, at least. Oh well, thanks for the help, gotta get back to work and be gone for another week


Advancebo
Joined: Jan 14, 2008


Posted: Oct 13, 2009 07:06 PM    Msg. 12 of 12       
If your making it 1024x1024, it wont need the blue border.

Cut your image, repaste it in. Then resize the canvas to 1024x1024. Then use the transform tool to resize your pasted image to the 1024x1024 size. After that, copy the image into an alpha channel. Save your TIF. Compile through tool. Then in Guerilla, change the format (color key transparency by default), to 32 bit. Then compile again through tool. After that, load up "master.weapon_hud_interface", and reference your bitmap in through the "Overlay Elements".

 

 
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