A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Halo 4 blend maps

Author Topic: Halo 4 blend maps (1 messages, Page 1 of 1)
Moderators: Dennis

ThaWhiteMexicant
Joined: Mar 11, 2015


Posted: Mar 11, 2015 09:26 PM    Msg. 1 of 1       
Hey does anyone know how to deal with the blend Maps from Halo 4. I figured out that they act as an 3 separate alpha maps for the R G & B channels. However in 3ds max i dont know how to deal with this. I separated a B/W map for each channel and used a composite material using grass (or another text) as the diffuse and the B/W channel as the mask. However this resulted in the 1024x1024 texture for grass being stretched across the whole ragnarock map. the other solution im trying is turning that 1024 texture into a 16384 texture by copying and pasting it over and over. this fixes the stretching problem but now i have like 1gb texture files.

Im wondering if there is an easy solution to blend maps within 3ds max?

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 9:42 AM 172 ms.
A Halo Maps Website