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Posted: Fri Jan 19, 2007 2:48 pm
by SS-kojak
Simply amazing........

Posted: Fri Jan 19, 2007 4:42 pm
by NYCking123
wow...just wow...im speechless that is an awesome job i give it like a 1000/10 which is like over 10000% maybe or something..WOW

Posted: Fri Jan 19, 2007 7:06 pm
by ScottyGEE
Well at least Marcus Fenix won't be winning the competition anymore :lol:

Posted: Tue Jan 06, 2009 10:32 pm
by jzimmer09
Ok i know this is like from a year ago. But i was wondering how you got the high res textures into this map. Ive been trying for 2 days now to get Higher res textures to work and they ALWAYS corrupt.
Basically i just need to know How to inject HR bitmaps into my map.

Any assistance would be greatly appreciated!!!

-Zimmer

Posted: Wed Jan 07, 2009 7:16 am
by Win
The process involves breaking your map, but how it is done is you take a bitmap of the size you want, in the format you want and find a tag that has the same format (or if you know what your doing just convert one to the format you need). now change the size values in the bitmap tag to match the size of the bitmap your injecting, save the meta, then inject the bitmap into the map. Save the bitmap tag using the 'parsed' checkbox. Open a new map and use the builder to build your tag into that map. You should have one perfect hi-res bitmap, sans LOD2-3.

Pre mades:
http://forums.remnantmods.com/viewtopic.php?f=11&t=862
http://forums.halomods.com/viewtopic.php?t=78798

Posted: Wed Jan 07, 2009 7:37 am
by DemonicSandwich
You can also get them from the Halomods download: http://forums.halomods.com/viewtopic.php?t=78798

Posted: Wed Jan 07, 2009 2:23 pm
by ScottyGEE
With hi res bitmaps, you must be careful how many you use/how many you can see at once. If there are too many, Halo 2 usually gives up trying to handle it and either shows corrupt bitmaps, or things start turning black. So a map like coagulation or Zanzibar isn't the best to use them on.

But of course, those problems might have been due to me sucking.........Anyway, good luck :)

Posted: Wed Jan 07, 2009 2:46 pm
by Win
I don't think the issue you were having was that of bitmaps being somehow corrupted by the engine. Assuming you were using Dxt5's and you saved them with 'All' mip-maps then they already have built-in LODs all the way to a 1x1 pixel. So essentially all that using hi-res bitmaps are doing is adding one more mip-map. Most likely your viewing the 512x512 version of the image or worse depending on the shader your using. Also it is my believe that the other two LOD's raw are used by the engine at times of great stress, so that is a likely candidate for your 'corrupt' appearing bitmaps showing up: the game trying to use those LOD's and reading random memory from the map.

Just my two cents.