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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Why are Halo 3 textures slightly transparent why I export them?

Author Topic: Why are Halo 3 textures slightly transparent why I export them? (5 messages, Page 1 of 1)
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tburback
Joined: Aug 23, 2018


Posted: Aug 23, 2018 04:04 PM    Msg. 1 of 5       
I exported the textures and models from Adjutant and a lot of textures are like 50% transparent.

So they load fine in Adjutant and when they are loaded into 3dsMax. But when I put them in blender they all come off as really dark since it's filling in the transparency with black. They look like this.

Is there a certain color that these should be behind the texture or did I do something wrong? I don't know what I'm missing and I can't find anyone asking the question so maybe I'm just dumb.

Sorry if this has already been asked I don't usually use forums and don't know how to search them properly.

I would post examples but my account isn't 7 days old.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Aug 23, 2018 05:07 PM    Msg. 2 of 5       
Quote: --- Original message by: tburback
I exported the textures and models from Adjutant and a lot of textures are like 50% transparent.

So they load fine in Adjutant and when they are loaded into 3dsMax. But when I put them in blender they all come off as really dark since it's filling in the transparency with black. They look like this.

Is there a certain color that these should be behind the texture or did I do something wrong? I don't know what I'm missing and I can't find anyone asking the question so maybe I'm just dumb.

Sorry if this has already been asked I don't usually use forums and don't know how to search them properly.

I would post examples but my account isn't 7 days old.




In halo 1 the alpha channel of the diffuse texture is used for transparency. They also have a "multipurpose map", where the 3 channels (RGB) are each treated separately. The apha channel of the multipurpose is used for color change options in the tag.

In Halo 3 they use a different setup, so the diffuse texture's alpha channel was used for reflections or details or something else, not sure what. But it WASNT used for transparency, so when you rip the raw image and import it into Halo it still has the alpha channel from the halo 3 diffuse and ends up partially transparent.

You'll have to remake the alpha on all your bitmaps, it's part of the ripping process. If you want fully opaque textures, delete the alpha channel completely in photoshop.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 23, 2018 06:52 PM    Msg. 3 of 5       
Halo 3's alpha channels are the specular maps. If you're putting them into CE, take the alpha out of the texture and into the blue channel of your multipurpose map. Otherwise just tell max/blender to ignore alpha on the diffuse and use the alpha in the specular level


tburback
Joined: Aug 23, 2018


Posted: Aug 27, 2018 08:31 PM    Msg. 4 of 5       
When I open these texture files in photoshop they don't have an alpha channel, just the RGB channels


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 28, 2018 02:37 AM    Msg. 5 of 5       
Layer -> Layer Mask -> From Transparency

 

 
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