
Spartan Tom
Joined: Oct 23, 2011
Inactive
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Posted: Nov 11, 2012 07:38 AM
Msg. 1 of 25
Hi.I was wondering how do I make custom reticles/crosshairs for weapons?I founded a tutorial but I can't really understand how to do it.By the way what is the best program to make custom reticles?
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creator843
Joined: Jul 10, 2012
I LOVE HALO!
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Posted: Nov 11, 2012 08:54 AM
Msg. 2 of 25
Quote: --- Original message by: Disco Banana Why don't you search tutorials instead of flooding the forum with request threads. you dont read what he say right? Quote: I founded a tutorial but I can't really understand how to do it
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Spartan Tom
Joined: Oct 23, 2011
Inactive
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Posted: Nov 11, 2012 09:37 AM
Msg. 3 of 25
Altheros,Read before you post.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 11, 2012 04:09 PM
Msg. 4 of 25
What you need. Your favorite image editor(mine's paint.NET). gimp(i suggest gimp because it's free. you can also use photo-shop). Tool. Guerilla.
1: Open your favorite image editor. 2: Make\re-size an image to 64\64. 3: Grab paint bucket and make the whole texture black. 4: now take blue and make a 1 pixel thick line around the outside edge of your image 5: Now take white and design your reticle in the middle of the image. 6: (This is where you'll need Gimp) Open gimp, go to layers, right click on your layer and hit "create layer mask" a window should pop up. Now select "gray-scale copy of layer". Now right click again and hit "apply layer mask" and save it as my-ret.TIFF. 7: Take it and put it into "(C:\Program files\Microsoft Games\Halo Custom Edition\data\bitmaps)" 8: Open tool and type "tool bitmaps bitmaps" 9: When it finishes open Guerilla and hit file, open, go to the bitmaps folder, and select "my-ret.bitmap" 10: Scroll down to where it says "type" and change it from "2d-texture" to "sprites". Change the format to "32-bit color". Scroll down to where it says "sprites" and hit add, next change the zeros next to "right" and "bottom" to ones and change the zeros next to "registration point" to both say 0.5. Now scroll down to "bitmaps" and change it to "a8r8g8b8" and un-check the box that says "compressed" and save. 11: Repeat step 7, if you get an error(just ignore it. Lol.). 12: Now open up the "weapon_hud_interface" of the weapon you want to give it to in guerilla and scroll down to where it says crosshairs, it should say something like "ui\hud\bitmaps\combined\hud reticles" change it to say "bitmaps\my-ret". 13: Next, under crosshair overlays, check the box that says "use high res scale". A little farther down it should say "sequence index" next to it should be a zero, leave that alone because our reticle only has one sequence. If it has a different number then zero, change it to zero. Now save the weapon_hud_interface and compile your map.
If all went correctly then it should wok :) Edited by grunt_eater on Nov 11, 2012 at 04:15 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 11, 2012 04:13 PM
Msg. 5 of 25
Oh yeah, i forgot that part...Oops...
EDIT: fixed. Edited by grunt_eater on Nov 11, 2012 at 04:15 PM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Nov 11, 2012 04:16 PM
Msg. 6 of 25
Quote: --- Original message by: TheElitePro Hi.I was wondering how do I make custom reticles/crosshairs for weapons?I founded a tutorial but I can't really understand how to do it.By the way what is the best program to make custom reticles? There is a bit too much to it to explain it all in detail in one forum post. But I will summarize. Ideally you should use GIMP or photoshop (I use GIMP because it is free and almost just as good) 1. Make your bitmap. It must have the tiny blue outline:  2. Save it as a .tif in whatever folder you want (I like to put them in with the bitmaps of whatever weapon I am making i.e. tags/weapons/"weaponname"/bitmaps/reticle) 3. Compile the bitmaps with tool i.e. tool bitmaps weapons/"weaponname"/bitmaps 4. Open your new .bitmap tag in guerilla and open an existing cross hair bitmap i.e. tags/ui/hud/bitmaps/combined/hud_reticles.bitmap and compare your .bitmap tag to the existing one and change most of your options to match. (since I am too lazy to go over all the options) 5. save your changes to the tag and repeat step 3 before continuing 6. Insert the new .bitmap tag into your weapon hud interface here:  hope this helps (maybe between this and the tutorial you tryed it will work :D )
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 11, 2012 09:35 PM
Msg. 7 of 25
Set the compiled bitmap to 16 bit color, and mipmaps to 1. Bitmaps need be no larger than 128 x 128. You don't need a blue border unless you're making multiple crosshairs into one bitmap. I personally keep my crosshairs normals separate, it saves tagspace and usually not all crosshairs are used in a single map. Specify in the weapon HUD tag whether the bitmap is a sprite or not. Edited by Jesse on Nov 11, 2012 at 09:36 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 11, 2012 11:20 PM
Msg. 8 of 25
Okay, now i'm having trouble too. Lol.
I made a 64\64 bitmap, put drew the reticle in the center of the image, put the blue line all the way around the outside, and compiled. Then i opened it, changed it to sprites, 32-bit color, added a sprites in the sequence index, set right and bottom to 1 and registration point to 0.5 on both. Set it to a8r8g8b8, and unchecked the "compressed" box. Recompiled, tool says can't export sprites without a valid plate. And when i try to open it in guerilla, it crashes. Any ideas?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 12, 2012 01:27 AM
Msg. 9 of 25
Quote: --- Original message by: grunt_eater Okay, now i'm having trouble too. Lol.
I made a 64\64 bitmap, put drew the reticle in the center of the image, put the blue line all the way around the outside, and compiled There's your problem. The image would be seen as a 63 x 63 bitmap, not power of two. Follow my above instructions to the letter and you'll be fine (don't forget to recompile after changes.) Edited by Jesse on Nov 12, 2012 at 01:27 AM
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Spartan Tom
Joined: Oct 23, 2011
Inactive
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Posted: Nov 12, 2012 08:07 AM
Msg. 10 of 25
Does anyone know how to Zoom in the image in Adobe photoshop CS5?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 12, 2012 09:25 AM
Msg. 11 of 25
ctrl and +
Also blue lines are from both sides right? doesnt that make it 62x62? Edited by altis94 on Nov 12, 2012 at 09:26 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Nov 12, 2012 11:06 AM
Msg. 12 of 25
Haha,I know where you got CS5.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 12, 2012 03:01 PM
Msg. 13 of 25
Quote: --- Original message by: Dumb AI Haha,I know where you got CS5. The same place everyone got it from?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 13, 2012 09:41 AM
Msg. 14 of 25
Santa? :D
Nah, jk. But anyway. Do crosshair bitmaps need to be sprites? I mean could i make a texture, alpha included, compile it and set it to 32-bit\16-bit color and everything else and recompile. Would it be usable as a crosshair?
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Spartan Tom
Joined: Oct 23, 2011
Inactive
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Posted: Nov 13, 2012 11:06 AM
Msg. 15 of 25
I have a problem here.Everytime I tried to make a reticle in Photoshop It looks not so good looking.By the way can anyone post some pictures of the steps in Photoshop?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 13, 2012 02:31 PM
Msg. 16 of 25
Quote: --- Original message by: grunt_eater Santa? :D
Nah, jk. But anyway. Do crosshair bitmaps need to be sprites? I mean could i make a texture, alpha included, compile it and set it to 32-bit\16-bit color and everything else and recompile. Would it be usable as a crosshair? Quote: --- Original message by: Jesse
Set the compiled bitmap to 16 bit color, and mipmaps to 1. Bitmaps need be no larger than 128 x 128. You don't need a blue border unless you're making multiple crosshairs into one bitmap. I personally keep my crosshairs normals separate, it saves tagspace and usually not all crosshairs are used in a single map. Specify in the weapon HUD tag whether the bitmap is a sprite or not. Seriously, don't you guys read what I post :/
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 13, 2012 03:21 PM
Msg. 17 of 25
Quote: --- Original message by: TheElitePro I have a problem here.Everytime I tried to make a reticle in Photoshop It looks not so good looking.By the way can anyone post some pictures of the steps in Photoshop? You can easily use the information in this video to make them. http://www.youtube.com/watch?v=r1__ULlG76Q&feature=plcp Just use the ellipse selection tool lots. Edited by Maniac1000 on Nov 13, 2012 at 03:21 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 14, 2012 11:44 AM
Msg. 18 of 25
Quote: --- Original message by: Jesse
Set the compiled bitmap to 16 bit color, and mipmaps to 1. Bitmaps need be no larger than 128 x 128. You don't need a blue border unless you're making multiple crosshairs into one bitmap. I personally keep my crosshairs normals separate, it saves tagspace and usually not all crosshairs are used in a single map. Specify in the weapon HUD tag whether the bitmap is a sprite or not. Edited by Jesse on Nov 11, 2012 at 09:36 PM I made my bitmap 64x64, because it doesn't need to be that large, gave it the correct alpha, no blue line, compiled, opened, set it to 16-bit color, scrolled down to where it said "miscellaneous" and set mipmap count to 1, and recompiled. Now when i try compiling a map with it, tool says "crosshair item 0 for weapons\assault rifle\assault rifle reference an invalid sequence" and in-game it doesn't show. What did i do wrong now? :P Lol.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 14, 2012 11:53 AM
Msg. 19 of 25
change the sequence number in hud interface tag. Make it 1 or so... i dont remember
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 14, 2012 12:19 PM
Msg. 20 of 25
And now debug says
11.14.12 11:16:57 tool pc 01.00.00.0609 ---------------------------------------------- 11.14.12 11:16:57 reference function: _write_to_error_file 11.14.12 11:16:57 reference address: 42ca20 11.14.12 11:16:57 Couldn't read map file './toolbeta.map' 11.14.12 11:16:57 EAX: 0xE6C2054E 11.14.12 11:16:57 EBX: 0x00000001 11.14.12 11:16:57 ECX: 0x06680B6C 11.14.12 11:16:57 EDX: 0x006D3FA8 11.14.12 11:16:58 EDI: 0x00129EC8 11.14.12 11:16:58 ESI: 0x00000000 11.14.12 11:16:58 EBP: 0x00129DA0 11.14.12 11:16:58 ESP: 0x00129D90 11.14.12 11:16:58 EIP: 0x76FD7094, C3 8D A4 24 ????? 11.14.12 11:16:58 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #1 is not a valid bitmap_group_sequence_block index in [#0,#1)
I even checked the "not a sprite" flag in the weapons_hud_interface...
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 14, 2012 12:34 PM
Msg. 21 of 25
then i guess leave it 0. Can you see the bitmap in guerilla?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 14, 2012 01:02 PM
Msg. 22 of 25
Yes, i can see the bitmap and view its alpha channel in guerilla. When i set the sequence in the weapon_hud_interface to 0 it gives me the first error again :/
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Nov 14, 2012 01:18 PM
Msg. 23 of 25
I dont know... Have you tried copying all values from other hud interface and bitmap? I didnt have this error when i made reticle for falcon.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Nov 14, 2012 05:07 PM
Msg. 24 of 25
Set the flag that asks if it is a sprite or not. If it isn't, set the sequence index to 0. Make sure there are no extra tabs under the first CROSSHAIRS tab.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Nov 14, 2012 10:37 PM
Msg. 25 of 25
Exelent :D Finally, lol. thank you very much :) Edited by grunt_eater on Nov 14, 2012 at 10:41 PM
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