
Malevolence
Joined: Mar 17, 2007
Blaaaargh! Gamertag: Sweet Tooth VII
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Posted: Jun 14, 2010 05:00 AM
Msg. 106 of 125
Quote: --- Original message by: Cocaine No , it's obviously the earth growing hair. Yes, this is what I was going for.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 14, 2010 11:23 AM
Msg. 107 of 125
Just like advancedbo's planet he made, very hairy :P
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 14, 2010 04:20 PM
Msg. 108 of 125
Quote: --- Original message by: Newbkilla Just like advancedbo's planet he made, very hairy :P Except mines was 1080p hairy :3
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jun 14, 2010 10:48 PM
Msg. 109 of 125
Quote: --- Original message by: eliteslasher Is that the earth in the process of exploding? that and the fact it appears to be glassed
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Jun 15, 2010 03:53 AM
Msg. 110 of 125
Yours looks better than mine ):
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 15, 2010 04:02 PM
Msg. 111 of 125
Quote: --- Original message by: Mythril Yours looks better than mine ): looks like someone is thinking better for the earth.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jun 15, 2010 06:39 PM
Msg. 112 of 125
While an exploding Earth and/or dismal looking version of it may make you drool in fascination and awe, I have a question. Is anyone willing to entertain it, or shall I post elsewhere?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 15, 2010 11:16 PM
Msg. 113 of 125
What? If you have something to share, then do it. If not then ?
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jun 15, 2010 11:20 PM
Msg. 114 of 125
I asked my question above: Quote: I have a predesigned map in gmax right now...it's almost done, but I just s--t myself when I realized that I didn't design my map around a bitmap because I was hoping I could model my map, then somehow construct a bitmap that looked nice. I have a few crash sites, so naturally I want to darken those areas up, and I have many, many cliffs, and I'd like to blend the cliff face with the grassy terrain that surrounds them, instead of assigning IDs and having it look sudden (cliff, cliff, cliff, cliff WHOA grass). Not to mention I'd like to add some splashes of browns here and there, to break things up, in addition to making dirt paths.
Is there any way I can make a bitmap that fits my map or do I have to ID all the faces with individual bitmaps (aka improvise)? I wanted to ensure the receptiveness of this thread and its members was positive before asking a second time.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 15, 2010 11:26 PM
Msg. 115 of 125
@Gonzo Ok, i did miss that before. You can only have 2 detail maps for 1 shader, so you could have 1 shader for ground and cliffs. The alpha channel in the bitmap determines where the primary and secondary detail maps will show. You wont be able to have a mixed ground with grass and sand using this method, only 1 detail for the ground and 1 for the cliffs, but it will give a nice gradient effect where the 2 merge, and not hard edges (if done right) Pm me if you would like me to show you how to do this.
@Devon ok
Edited by Maniac1000 on Jun 15, 2010 at 11:28 PM
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Jun 15, 2010 11:31 PM
Msg. 116 of 125
1) I'll take you up on that PM.
2) That sounds about right, however, I suspect there may some misunderstanding here. In a30, when you encounter the first beam tower, towards the right end (when approaching it as you normally do in game), the cliffs and grass are smoothly blended in as one bitmap, although in other areas you can tell that certain faces have one ID (ground) and others another (cliffs).
I am aiming to ID the entire ground of my map, for the most part, as one ID, and create a bitmap that has scorch marks here, grass here, dirt paths there, and cliff blended with grass there, etc, similar to bloodgulch. Is this possible, given that my map is already constructed, or did Bungie build the map around the bitmap?
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jun 16, 2010 07:09 PM
Msg. 117 of 125
Quote: --- Original message by: Alpha Serieson XP..... Go to start --> RUN type in CMD click OK In the DOS window, type: cd C:\program files\microsoft games\halo custom edition\ (or where ever you installed halo CE. Make sure you use \back slashes\) then type tool bitmap cubemapdirectory\cubemapfile You save your cubemap somewhere in halo custom edition/data... IE: halo ce/data/cubemaps.... So an example would be.... tool bitmap cubemaps\default_blue At first it won't work properly. You have to load the new file in guerilla and change the type to "cube maps". Then enter the tool line again. Edited by Alpha Series on Jun 9, 2010 at 07:14 PM problem is,the compiled cubemap has blue areas in it..
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inkscape13
Joined: Mar 19, 2008
http://evil-minds-creations.deviantart.com/
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Posted: Jul 8, 2010 01:02 PM
Msg. 118 of 125
here's a texture i made of custom shapes & brushed mostly all the effects.  It is available for download if anybody wants it. It's 1024x1024 pixels. You can download it from my deviantart page. ' http://xgen3-designs.deviantart.com/ '
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 13, 2010 06:45 PM
Msg. 119 of 125
anyone have new forrunner textures?
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jul 13, 2010 09:20 PM
Msg. 120 of 125
Quote: --- Original message by: inkscape13here's a texture i made of custom shapes & brushed mostly all the effects.  It is available for download if anybody wants it. It's 1024x1024 pixels. You can download it from my deviantart page. ' http://xgen3-designs.deviantart.com/ ' Protip, don't use such high contrast scratches, tone them down, also, don't avoid using the lighten and darken brush on the edges.
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Stagnant
Joined: Jul 11, 2010
-Everything (Somewhat Inactive)- UDK is beast
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Posted: Jul 13, 2010 09:43 PM
Msg. 121 of 125
Also, I know halo doesn't really use specular maps, but if you really look you'll realize that most scratches are most apparent in the spec instead of the diffuse. That's why most people make metal textures that end up looking like stone.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jul 13, 2010 10:15 PM
Msg. 122 of 125
specular goes in the multipurpose map, they kind of go hand and hand. Halo has what you see is what you get. the lighting almost does not change the texture at all, so having really ugly scratches with still end up having ugly scratches.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jul 13, 2010 10:34 PM
Msg. 123 of 125
Quote: --- Original message by: Newbkilla specular goes in the multipurpose map, they kind of go hand and hand. Halo has what you see is what you get. the lighting almost does not change the texture at all, so having really ugly scratches with still end up having ugly scratches. Thats for models but in BSP it is in the alpha that holds the specular.
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Stagnant
Joined: Jul 11, 2010
-Everything (Somewhat Inactive)- UDK is beast
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Posted: Jul 14, 2010 08:43 AM
Msg. 124 of 125
Quote: --- Original message by: Newbkilla specular goes in the multipurpose map, they kind of go hand and hand. Halo has what you see is what you get. the lighting almost does not change the texture at all, so having really ugly scratches with still end up having ugly scratches. I know this. I was just refering to how people should make their textures when they can use a spec map.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 16, 2010 03:37 PM
Msg. 125 of 125
ill upload the tiff later.
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