
CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: May 29, 2010 11:22 PM
Msg. 1 of 4
Fruitless searches and failed experimentation have left me wondering how I'm supposed to texture the classic hanger seen in the opening cinematic of a10 and the ending of d40 (aka human hanger). I have the model, but my bitmaps are...questionable. I extracted both the d40 and extinction main bitmaps, plus some, and all I end up getting is roughly 32 bitmaps that have a bunch of orange basic shapes splattered with purples and grays. Basically, it looks like a bunch of nonsense. I understand the process in which these bitmaps are made, like the POA is broken up, but that bitmap actually looks like the hull of a space-faring vessel. The ones that come from d40 or extinction look like the work of a kindergardener (not to undermine the awesomeness that is Bungie).
Any ideas here? I loathe texturing....all the IDing and labeling, then remembering which ID is what so you can assign the right bitmap...ugh. And to top it all off, sometimes the bitmaps don't even transfer correctly, even with texture correction enabled. But that is beside the point. Any assistance/thinking aloud is much obliged.
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ThetianSoldier
Joined: May 15, 2010
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Posted: May 30, 2010 01:54 AM
Msg. 2 of 4
pics pl0x, but I think I know what you're talking about. Your bitmaps are probably corrupted, Might have to recursively extract or get from a friend.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: May 30, 2010 10:39 AM
Msg. 3 of 4
Pictures huh...well, you tell me how to upload some from my computer and I'll post them. The only way I see is to enter the URL of the picture, which means I somehow have to get my pictures on the internet. I doubt somebody else has posted the pictures of these weird bitmaps. They look broken down into pieces, just as every other Halo bitmap does, but they just don't look like they apply to the hanger.
I'll try to recursively extract them and see if that improves anything.
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ShadowFox0809
Joined: Feb 27, 2010
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Posted: May 31, 2010 11:28 AM
Msg. 4 of 4
Not exactly sure what your problem is, but I think I might know.
Yesterday, I spent several hours (at least) trying to incorporate b40's 2-deck bridge into my map. After going through all the work of setting up the 20 shaders for it, I got a multitude of errors.
First, Firescythe's BSP extractor takes the "two-sided" property of glass literally, so I had to delete the unseen glass faces for the ctrl glass (indestructible glass found in the narrow triangular hallways).
Even worse was the breakable glass, which gave me a #130 error (I spent around an hour figuring out which shader it was). I just deleted and retextured all the breakable glass.
Also, there are some additional shaders that seem redundant that you have to create because they need to be non-collidable. That is, the top lightning beam's socket was noncollidable, but made of a material used in the bridge that is collidable, so I had to duplicate it and add a "!" to the shader. It works. Edited by ShadowFox0809 on May 31, 2010 at 11:30 AM
Did that help? Edited by ShadowFox0809 on Jun 1, 2010 at 02:00 PM
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