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Author Topic: textures? (6 messages, Page 1 of 1)
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Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: May 26, 2010 10:20 PM    Msg. 1 of 6       
like say I wanted to take a texture like a picture of grass and switch it with bloodgulch's.

How would I do this?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 26, 2010 10:44 PM    Msg. 2 of 6       
It would need to be a seamless/tileable texture.
In guerilla, open the blood ground.shader_environment found in tags/levels/test/bloodgulch/shaders

look at the primary and secondary detail slots, one of them is the detail grass.bitmap.
click the small ... box, next to "open" in the slot that you want to swap, locate your compiled .bitmap, save the shader.

run build-cache-file on bloodgulch.scenario


you should ideally open bloodgulch.scenario in sapien and save as a different name .scenario, then run build-cache-file on that scenario instead, then redirect the shader back to detail grass, just so as not to screw bloodgulch up.
Edited by Maniac1000 on May 26, 2010 at 10:48 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 27, 2010 03:56 PM    Msg. 3 of 6       
what maniac said. just keep im mind the demensions have to be a power of 2.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: May 27, 2010 04:00 PM    Msg. 4 of 6       
Quote: --- Original message by: Maniac1000

It would need to be a seamless/tileable texture.
In guerilla, open the blood ground.shader_environment found in tags/levels/test/bloodgulch/shaders

look at the primary and secondary detail slots, one of them is the detail grass.bitmap.
click the small ... box, next to "open" in the slot that you want to swap, locate your compiled .bitmap, save the shader.

run build-cache-file on bloodgulch.scenario


you should ideally open bloodgulch.scenario in sapien and save as a different name .scenario, then run build-cache-file on that scenario instead, then redirect the shader back to detail grass, just so as not to screw bloodgulch up.
Edited by Maniac1000 on May 26, 2010 at 10:48 PM


yeahbut say all I had was the picture of the grass tile, not in bitmap form.How would I make it a bitmap and compile it?


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: May 27, 2010 04:27 PM    Msg. 5 of 6       
ok well first make sure the demensions of the image are 256x256, 512x512, etc than put the image in your "data" folder in the halo ce directory. then open cmd and type "tool bitmap "directory to file".

YOUR IMAGE HAS TO BE IN TIF FORMAT. IF IT IS NOT, YOU HAVE TO CONVERT IT.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 27, 2010 11:04 PM    Msg. 6 of 6       
just to elaborate.
If you are using this on bloodgulch, then you would want the new .bitmap in tags/levels/test/bloodgulch/bitmaps. its best to keep things organized.
To achieve this do what abkarch said and save the image as a power of 2 size and in tif format.
Save it in data/levels/test/bloodgulch/bitmaps then in tool type

tool bitmap levels/test/bloodgulch/bitmaps nameofbitmap

this will create the new .bitmap tag in tags/levels/test/bloodgulch/bitmaps

 

 
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