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Viewing User Profile for: ThaWhiteMexicant
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Joined: Mar 11, 2015 09:15 PM
Last Post: Mar 30, 2015 03:45 AM
Last Visit: Jul 2, 2015 06:00 PM
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ThaWhiteMexicant has contributed to 4 posts out of 465278 total posts (0.00%) in 2,872 days (0.00 posts per day).

20 Most recent posts:
Halo CE General Discussion » Adjutant News and Info! Mar 30, 2015 03:45 AM (Total replies: 1001)

Make sure Adjutaunt is the only thing running cause when i decompile maps ill get the "not enough memory" message. ive never had it crash but it can take forever.

Halo CE General Discussion » Adjutant News and Info! Mar 30, 2015 02:22 AM (Total replies: 1001)

i dont know the cause but there are one of 2 ways to go about this if you are using 3ds max.
1. go to your material/bitmap and make sure the aplha is checked.
2. just go to your opacity part of a standard material and use the same bitmap as your diffuse and select mono output as alpha.

Halo CE General Discussion » Halo 4 blend maps Mar 11, 2015 09:26 PM (Total replies: 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?

Halo CE General Discussion » Adjutant News and Info! Mar 11, 2015 09:26 PM (Total replies: 1001)

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?


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