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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »what tag is making characters change colour in multiplayer

Author Topic: what tag is making characters change colour in multiplayer (7 messages, Page 1 of 1)
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The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Jan 1, 2012 07:04 AM    Msg. 1 of 7       
what tag is making characters change colour in multiplayer im not talking about multipurpose bitmaps like what tag does it. is it a tag or is it the engine


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jan 1, 2012 07:14 AM    Msg. 2 of 7       
The colour change is effected by the alpha in the multipurpose bitmap. To get it to change in mp you must desaturate/saturate it. It basically means if you want you colours to be more light you make the white parts of the cc map gray. Also remember to save the multi as 32 bit colour or you get a dilly mhpistake i got. If you need more help ill talk to you on xfire.

See what i mean why you should make real multipurpose maps instead of using a bump map. lol


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jan 1, 2012 10:20 AM    Msg. 3 of 7       
The red and blue colors are defined by the engine theres currently no way to change them.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 1, 2012 12:29 PM    Msg. 4 of 7       
But in H3_valhalla,the creator made them different(well not really;he/she moved the engine defined sections to other parts of the biped).

Well assuming that is working 100 % of the time,why don't we just move engine defined sections to a hard-to-see section of the biped and then script/customize the biped to use a certain skin when a certain color is chosen by the engine for the remaining parts of the biped?
Edited by Dumb AI on Jan 1, 2012 at 12:30 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 1, 2012 01:34 PM    Msg. 5 of 7       
Quote: --- Original message by: Dumb AI

But in H3_valhalla,the creator made them different(well not really;he/she moved the engine defined sections to other parts of the biped).

Well assuming that is working 100 % of the time,why don't we just move engine defined sections to a hard-to-see section of the biped and then script/customize the biped to use a certain skin when a certain color is chosen by the engine for the remaining parts of the biped?
Edited by Dumb AI on Jan 1, 2012 at 12:30 PM


That's because I lowered the saturation of the alpha for the bipeds in Valhalla. The actual colours are hardcoded into the engine with blue being 0,0,255 and red being 255,0,0 (100% blue and 100% red). Without lowering the saturation of the alpha, the bipeds would look extremely bright. This colouring is also affected by the diffuse.
Edited by XlzQwerty1 on Jan 1, 2012 at 01:34 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 1, 2012 02:47 PM    Msg. 6 of 7       
So,would it work?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 1, 2012 03:26 PM    Msg. 7 of 7       
It's possible surely.

 

 
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