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Author Topic: Ripped plasma pistol/rifle particle effect textures? (6 messages, Page 1 of 1)
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Drahsid2
Joined: Jul 26, 2015


Posted: Jul 26, 2015 02:38 PM    Msg. 1 of 6       
I need these but can't find them.
I'd like to get them in a .png format.
Does anyone know where I could find them?


Drahsid2
Joined: Jul 26, 2015


Posted: Jul 26, 2015 02:55 PM    Msg. 2 of 6       
Alright, the bitmap I found is 64x64, which is a very low resolution.
Could I find a higher resolution version somewhere?
Edited by Drahsid2 on Jul 26, 2015 at 03:53 PM


NeX
Joined: Apr 11, 2013


Posted: Jul 26, 2015 03:56 PM    Msg. 3 of 6       
Quote: --- Original message by: Drahsid2

Alright, the bitmap I found is 64x64, which is a very low resolution.
Could I find a higher resolution version somewhere?
Edited by Drahsid2 on Jul 26, 2015 at 03:53 PM


Best way is to either rip from maps with good ones, or go with adjutant and take them directly from the newer games (reach and h4 have the highest res ones), and then just use tool to make them sprites and such.


Drahsid2
Joined: Jul 26, 2015


Posted: Jul 26, 2015 04:06 PM    Msg. 4 of 6       
Quote: --- Original message by: NeX
Quote: --- Original message by: Drahsid2

Alright, the bitmap I found is 64x64, which is a very low resolution.
Could I find a higher resolution version somewhere?
Edited by Drahsid2 on Jul 26, 2015 at 03:53 PM


Best way is to either rip from maps with good ones, or go with adjutant and take them directly from the newer games (reach and h4 have the highest res ones), and then just use tool to make them sprites and such.


Where could I find the ones from Halo 4?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 27, 2015 03:31 AM    Msg. 5 of 6       
A word of warning:

Just because you have the bitmap sprite does not mean you can accurately re-create the effect you are trying to emulate frame for frame.

This however does not mean that particle bitmaps sourced from later halo creations are completely unusable In fact many of them are incredibly useful and require in some instances little or no input from the user to get them working in a correct manner.

And now to answer your question as to where to procure such sprites:

As Nex stated you will be able to benefit most by ripping bitmap images from a halo game using a program called adjutant: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=45590

In the example I have prepared for you below you can clearly see just how easy it is to locate images from a halo reach themed map file, extraction is a doddle too.




Now that you have an adequate means of finding sprites I feel it is my responsibility to relay that there are not many bitmaps to choose from. This too many of our fortunes can seem frustrating at time but you must remember nearly every game has a limited budget when it comes to textures, models, script data e.t.c.

In short you will probably find your self wanting to create your own sprites instead of relying on bungies or 343's.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Jul 27, 2015 01:46 PM    Msg. 6 of 6       
AFAIK, the sprites Bungie used in later games can be recreated with little effort. From what I have understood (source is waffles) particles in later halo games are dynamically generated with 3 elements

1) A mask
2) A plate
3) A gradient bitmap

a particle fades according to its alpha (more alpha = fades later).
Halo CE can't dynamically render particles this way, but you can pre-render them to look like they would look in the original game.
Here is how I generated Reach-like fire for my map, using Paint.NET. With Photoshop, you can easily get better results with more ease, and apply your gradient bitmaps

1) Use Adjutant to extract both the mask and the plate, and, optionally, your gradient map. I used fx\bitmaps\atmospheric_rolling\fireball_mask.bitm as mask, and fx\bitmaps\atmospheric_rolling\fireball_plate.bitm as plate; you can get them from any Reach map. Gradients location may vary; there is no need to extract the alpha, because, most of the time, the alpha channel is no different from any other channel.
2) Create the usual squares, surrounded by pure blue. How many of them you create depends on how long your particle will live. I wanted my fire particle to live for about 0,5 seconds, so I made it 16 frames long
3) Create two levels. In the first paste your mask bitmap in each frame, then make the same thing for the plate; choose "multiply" as blending mode.
4) Create, on top of them, a third layer, with a simple gradient from white to black; I used "burn colour" as welding mode, but you can toy to get different results
5) Weld all the layers into a single layer, then compile. If you use Photoshop, you can then apply your gradient bitmap to perfectly emulate the colors of the original game; if you don't, just leave it black and white, and use the stock tools to tint the particle.

Another option is to make the gradient go from black to white, and set its welding mode to "subtract", but there really are a thousand different ways of doing this.

After that, you can just make every adjustement you want, but that's the base.
Here is my fire particle as example


Edited by rododoonceagain on Jul 27, 2015 at 01:57 PM
Edited by rododoonceagain on Jul 27, 2015 at 02:33 PM

 

 
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