
Kayak 001
Joined: Dec 30, 2014
Halo 3 for life!
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Posted: Jan 13, 2015 06:53 PM
Msg. 1 of 5
I want to do a picture of the picture below as one of my test tutorials for Halo: CE textures and working with it. I have about 20 other textures that worked and started out as 512x512 and converted them to a TIF,TIFF file format. I then go to Sapien after all the other steps needed to have textures on your map. I see two blank ones and forget about them. I try to build the map, and it did not work. I see the error and go to Gueruilla to find out that the picture bitmap is blank ALSO! The picture below was originally not 512x512, but I converted it to 512x512 pixels in Paint and saved it as a TIF,TIFF file format. Any reason why it didn't work?  I just found out that I DIDN'T CHANGE the two pictures to 512x512. I just did it. Edited by Kayak 001 on Jan 13, 2015 at 07:05 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jan 13, 2015 09:42 PM
Msg. 2 of 5
It sounds like your shaders aren't referencing the bitmap properly. Can you open and see the .bitmap tag in Guerilla? If you can open it in Guerilla but can't see it in Sapien or Halo the problem is probably a shader thing. Is the texture pure white instead of the texture? If so that also points to a shader problem.
Remember, in Halo, you don't assign bitmaps to your bsp. You compile bitmaps, then reference them in /shaders/, which you then apply to your bsp. When you're in the material editor in max and you type out "metal flat generic" that's /actually/ a shader you're referencing, even though the bitmap has the same name.
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Kayak 001
Joined: Dec 30, 2014
Halo 3 for life!
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Posted: Jan 13, 2015 10:03 PM
Msg. 3 of 5
Quote: --- Original message by: UnevenElefant5 It sounds like your shaders aren't referencing the bitmap properly. Can you open and see the .bitmap tag in Guerilla? If you can open it in Guerilla but can't see it in Sapien or Halo the problem is probably a shader thing. Is the texture pure white instead of the texture? If so that also points to a shader problem.
Remember, in Halo, you don't assign bitmaps to your bsp. You compile bitmaps, then reference them in /shaders/, which you then apply to your bsp. When you're in the material editor in max and you type out "metal flat generic" that's /actually/ a shader you're referencing, even though the bitmap has the same name. I fixed the problem already. 2 of 24 textures were missing or just weren't able to pop up because of it not being 512x512. The issue is resolved.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 17, 2015 08:05 AM
Msg. 4 of 5
Hint for anyone else reading this who is new.
Nearly ever game works with the power of 2 texture rule which put simply is your images need to be in a resolution matching this pattern.
128x128 256x256 512x512 1024x1024 2048x2048 4096x4096
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 17, 2015 03:02 PM
Msg. 5 of 5
Quote: --- Original message by: MoooseGuy Bitmaps in Halo should always be in powers of two. Bitmap sizes using this include:
2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x258 512x512 1024x1024 2048x2048
...and so on
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