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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »free fire bitmaps!! (tiff)

Author Topic: free fire bitmaps!! (tiff) (7 messages, Page 1 of 1)
Moderators: Dennis

Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 6, 2011 10:43 PM    Msg. 1 of 7       
http://www.mediafire.com/?j9wr91uncshu8z4

they were cmt's, but I only found blue, green, and white, sooo....

I decided to make my own custom orange version and I thought it came out well but alas, I couldn't get the bitmaps to compile, tool kept saying "can't extract sprites without a valid plate" me being a village idiot, I have no clue what I'm supposed to do to get them to compile, and no one responded in my thread i made in the tech discussion.

so by all means, download and compile if you know how, and if you know how, PLEASE TELL ME HOW so I can use them in my campaign mod

enjoy, deli

PS, rebels will probably be out soon too, as well as my reach style version of cmt's brutes once I test them (just a modded collision, nothin' special), I want to get some stuff out to the public so that if my pc breaks again I can redownload them again if needed.

Edited by Delicon20 on Jun 6, 2011 at 11:14 PM


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 7, 2011 03:08 AM    Msg. 2 of 7       
After many frustrations, I am pissed that noone has made a "quality" tutorial on sprites, cubemaps and the like. I can do cubemaps, but not a multiple index sprite (no, not talking about multiple reticle bitmaps).

You can fake a single sprite, use blue border, add alpha channel, compile, edit bitmap tag set type to sprite, set format to 32/16 bit color, run tool again, voila - single texture/single index sprite.

I made both a white flame sprite and a blue flame sprite for Celebration Island fireworks (but they are not multiple index). I'd be happy to give this one a try, but the tiff was low quality - do you have a higher resolution one?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 7, 2011 08:52 AM    Msg. 3 of 7       
well, It was originally the resolution it is now, but I made it larger to work on the detail, and when I was finished I shrunk its resolution down to its original 128 x 128 size, so I should be able to make higher res again... aight! it worked.

high res version: http://www.mediafire.com/?vose2n8k692biav

1020 x 1020 , you can lower if needed


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jun 7, 2011 10:13 PM    Msg. 4 of 7       
Ifafudafi said:

Quote: What exactly are you trying to make? If it's HUD elements, I can't help you there[.]

Spriting 101:

-Draw your sprite. Make sure that it fits into a power of 2-size box (64x64, 128x128, 256x256, etc.)
-If you want your sprite to be self-illuminated (energy, fire, sparks, etc.), give your image a black background.
-If you don't (debris, smoke, etc.), give your image a white background.
-If you want a combination of the two (like my Dark Energy stuff), give your image a transparent background.
-Surround your sprite with a box colored pure blue (0,0,255). Halo interprets this as the image boundary when rendering sprites, so that you can have multiple frames of an animated sprite or multiple variants of a sprite in the same image.
-Save your sprite as a .TIFF. Must be a .TIFF. Place it in a folder inside the Halo CE\data folder. (Such as Halo CE\data\bitmaps.)
-tool bitmaps . The folder with your sprite, not the file itself. Folllowing the above recommendation, you'd stick "tool bitmaps bitmaps\" into the command prompt.
-You will get errors. This is fine. Open up Guerilla and open your new sprite (should be in the same folder you told tool to compile, except now in the Halo CE\tags directory.) Change the type to "sprites," format to "32-bit color," sprite budget size to the next largest power of two after your actual image size, and sprite budget count to however many sprites you have in the image (probably one.) If you gave your image a white background, set the sprite usage (near the bottom) to "multiply/min."
-Compile through tool again. You shouldn't get any errors now.

And use the image in the particle effect. Let me know if something's still wrong.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 8, 2011 12:01 AM    Msg. 5 of 7       
uhh anyone know how to make a pure blue box in gimp?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jun 8, 2011 08:47 AM    Msg. 6 of 7       
Quote: --- Original message by: Delicon20
uhh anyone know how to make a pure blue box in gimp?


rgb pallette set r and g to 0 each and then b to 255...


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 8, 2011 04:13 PM    Msg. 7 of 7       
it worked! here's the bitmaps for anyone who wants them, resolution is 1020 by 1020, much higher res than the original vanilla flames: http://www.mediafire.com/?3a2fna2il60aobg

 

 
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