| Joined: |
Feb 16, 2016 08:30 PM |
| Last Post: |
Feb 18, 2016 02:54 AM |
| Last Visit: |
Aug 14, 2016 01:13 PM |
| Location: |
|
| Occupation: |
|
| Interests: |
|
| Your Age: |
|
| What Games do you play: |
|
|
Send Private Message
|
glader has contributed to 2 posts out of 465278 total posts
(0.00%) in 2,530 days (0.00 posts per day).
20 Most recent posts:
Looks pretty cool. Most projects don't even get to the networking part so you're doing quite well I think.
Hi, I'm trying to rebuild the Halo 3 HUD in Unity3D.
I've written a shader that builds the HUD from the textures using screenspace positions to prevent seams but I've a question about the textures themselves because I think my limited Halo 3 knowledge is preventing me from achieving a better result for the HUD.
There are 3 channels of importance in these maps Green, Blue and Alpha. I'm guessing Green intensity values indicate the color intensity and alpha indicates the alpha values of the texture.
But for some reason there is some blue in the bottom right corner and particularly there is blue in, with alpha, on the borders of green values in these maps.
What does the blue indicate? I'm thinking maybe border color but that wouldn't explain why there was a large chunk of blue in the map in the corner.
(I Just joined so I can't post pics, have to wait 6 days. Here is imgur links)
Pic of a HUD map: http://i.imgur.com/TMV5h93.png
(not sure if imgur will preserve alpha channel so here is what it looks like without alpha too)
http://i.imgur.com/SeMUoSR.jpg
It's unfinished btw but this is what the HUD looks like Pics of the HUD using Green and Alpha channels for stuff: http://i.imgur.com/2vq8zS3.jpg Edited by glader on Feb 16, 2016 at 08:46 PM Edited by glader on Feb 16, 2016 at 08:48 PM
|
|
 |
|