
stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 10, 2011 06:25 PM
Msg. 1 of 10
I'm trying to make some bitmaps ported from halo 2 xbox, and I'm having a little issue. I'm wondering if someone could point me in the right direction. I know how to use tool to make simple textures into bitmap tags but what do you do to make bitmaps that are like p8-bumps and dxt5, i never could get tool to port anything like that without doing it the hard way(the hard way being injecting halo 2 dds textures into hmt over another texture of same type, then using hek+ to extract the texture in tag form). Would love to know if there's another way that's simple and makes me look stupid by doing it this way, and so that i can port a p8-bump format, cause i cant get it to work for anything, just makes kornman and guerrilla crash when i try to hit show bitmap, even tho the settings look like they should compared to halo 2 tags
Thanks in advance
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 10, 2011 08:04 PM
Msg. 2 of 10
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 10, 2011 08:22 PM
Msg. 3 of 10
eh no, and i checked the other one called single player bitmaps fro halo 2, wasn't in their either, i don't think that it was used in the halo 2 vista version, because i extracted it from the xbox version. It really is frustrating because the plugins for halo 2 xbox in any editor isn't like the one in h2ek or hek, so i cant base every single thing from it, if i knew how to get those values that are unknown fields in kornman it may help but i think those values in the one that almost ported were right. Has anybody even seen any bitmaps that were in p8-bump format in halo ce maps?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 10, 2011 08:34 PM
Msg. 4 of 10
Have you noticed how halo 2 and halo ce's engines are completely different, therefore supporting completely different bitmap types. Sure the common ones will be supported such as DTX5 but seriously, what the hell is a p8-bump. Halo ce only supports compressed with color key transparency, explicit alpha, interpolated alpha, 16 bit high color, and 32 bit true color. Also, there is absolutely no point in copying the values as they were optimized by bungie for halo 2 to run smoothly.
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 11, 2011 05:50 PM
Msg. 5 of 10
i already have and tested that, but it kinda doesn't import right, it always screws up the alpha, and from what i know, tool only allows tif's (both tif and tiff)
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 11, 2011 05:54 PM
Msg. 6 of 10
What are you trying to do really.?
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 11, 2011 06:00 PM
Msg. 7 of 10
im trying to port a halo 2 xbox texture thats a p8-bump format (instead of dxt1 dxt5 and such) into halo ce, but i can't ever port anything if i save it as a tiff or tif with alphas without it screwing up the alphas or not retaining the format i want
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 11, 2011 06:11 PM
Msg. 8 of 10
ok im confused, and i usually understand this. OK to help clarify one thing, i use gimp. So what you are suggesting is open the dds file that's the original texture, copy its alpha channel then save the dds as a tif, then open the saved tif and past the alpha channel into it?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 11, 2011 06:42 PM
Msg. 9 of 10
Export ALL BITMAPS WITH ALPHAS as DDS. Open, export as tif Done.
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Mar 11, 2011 06:50 PM
Msg. 10 of 10
omg that is so simple, this will save me halves of hours when porting halo 2 content. Thank you so much! I never knew tool would compile tif's with dds textures to make a tag, thought it was just based on the tif. Thanks again
now if someone will answer my other thread on page 2.....
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