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Author Topic: Tool doesn't compile bitmap correctly. Need help! (10 messages, Page 1 of 1)
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AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 14, 2014 09:59 AM    Msg. 1 of 10       
So, I have re-texturing some tree textures and when I compile the bitmap with tool, it comiles it as a regular bitmap so the black space in the bitmap, which is not suposed to be shown in game, is included making my trees awfull. After some research I found out that .tif format, which tools uses, doesn't include the information needed for the bitmap to work. .bmp formats seem to do the work though, but tool can't compile them :/ What can I do?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 14, 2014 10:33 AM    Msg. 2 of 10       
What information, and have you tried compiling the bitmap in a different bitmap format (the format of the bitmap in Guerilla, like 32-bit color, 16-bit color , colorkey with explicit alpha, etc)
Edited by Dumb AI on Jan 14, 2014 at 10:34 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jan 14, 2014 10:34 AM    Msg. 3 of 10       
You also need to make sure the Alpha channel is there as well. If you extracted it from the game using some extractor chances are it isn't there.

e: tif can do everything you need, trust me. Make sure you got your alpha channel and its compression is set accordingly.
Edited by Higuy on Jan 14, 2014 at 10:35 AM


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 14, 2014 10:51 AM    Msg. 4 of 10       
The Alpha is there but it just doesn't work... I have tried the 32 bit color, still doesn't work. I will do it again, just to make sure that nothing went wrong though...


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 14, 2014 11:29 AM    Msg. 5 of 10       
What shader type are you using?


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 14, 2014 11:34 AM    Msg. 6 of 10       
It's the default one... Shader model I think? Not sure... Why?


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Jan 14, 2014 12:30 PM    Msg. 7 of 10       
Correct me if I'm wrong, but I'm pretty sure that if you compile a .tif to a .bitmap tag, then open the tag in Guerilla and set it to "Color-key transparency," all black pixels become transparent. Also, what will this texture be used for? If it's for BSP, use shader_environment. For scenery, use shader_model.


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 14, 2014 12:51 PM    Msg. 8 of 10       
The tag is used for scenery, for trees to specific as I mentioned above. Now, I have tried setting the 32 bit colour, colour key tranparency etc. But, do you have to recompile the tag after you do that or not? Because t doesn't work :/


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Jan 14, 2014 03:55 PM    Msg. 9 of 10       
^ Ok, thanks! I will try it and I will tell you guys if it worked


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Jan 21, 2014 03:25 PM    Msg. 10 of 10       
Quote: --- Original message by: Waffles
Quote: --- Original message by: stunt_man
Correct me if I'm wrong, but I'm pretty sure that if you compile a .tif to a .bitmap tag, then open the tag in Guerilla and set it to "Color-key transparency," all black pixels become transparent. Also, what will this texture be used for? If it's for BSP, use shader_environment. For scenery, use shader_model.


Only problem is pixel values are either full black or full white, which means no partial transparency. Shader_model/environment should only be used for alpha masking, and not translucency/partial transparency; the way halo handles its alpha sorting is weird for sm/se, it draws transparency before the sky, and after the bsp. transparent shader types render after both the sky and bsp like it should, only problem is all transparent shaders are unlit and therefore unaffected by lighting and appear to be "glowing" all the time.


10/10 for clearing that up.

And for wisdom.

 

 
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