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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Where is the bitmaps used for secular mapping located?

Author Topic: Where is the bitmaps used for secular mapping located? (4 messages, Page 1 of 1)
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grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Sep 2, 2012 10:53 PM    Msg. 1 of 4       
So i'm doing some experimenting, and was wondering where that bitmap is found? I've looked through the globals tag and didn't find anything. So does anybody know? Hope to hear back soon and thanks for any help in advance.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 3, 2012 05:12 AM    Msg. 2 of 4       
aren't specular maps stored individually in the multipurpose maps? Or am I just completely misunderstanding what multimaps are for...


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Sep 3, 2012 05:36 AM    Msg. 3 of 4       
Blue channel of Halo CE bitmaps
alpha of diffuse for xbox game bitmaps
Edited by Cheddars on Sep 3, 2012 at 05:36 AM


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Sep 3, 2012 09:27 AM    Msg. 4 of 4       
Quote: --- Original message by: UnevenElefant5
aren't specular maps stored individually in the multipurpose maps? Or am I just completely misunderstanding what multimaps are for...

Multipurpose maps are how you do bump map effects on objects. Models that use multipurpose maps use shaders that cannot use specular. Shaders that use specular, often can use bump maps. But the brighter the color of the pink on the multipurpose map, the brighter your reflections can be. So, you can make it bright enough to look like it has specular, without actually having it, as long as you use the right reflection map. I figured that one out alone. Lol.

Oh, i thought specular reflections had a bitmap, like reflection maps do. My mistake. Lol. But it is good to know how it works. Thanks, guys :3
Edited by grunt_eater on Sep 3, 2012 at 09:30 AM
Edited by grunt_eater on Sep 3, 2012 at 09:32 AM

 

 
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