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Prey




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Post by Prey »

kibito87,
croe wrote:i am using an xbox 360 and i have turf on my pc using XSATA. when i go to bitmap, and then click what i want to skin (IE. Wharthog) it says
file.../shared.map not found
make sure it is in the specified folder. i have no ideah where to get the Shared.map folder.
Prey wrote:Multiplayer maps reference data from the shared map and mainmenu map, just as single player maps reference data from the single_player_shared map, and again the mainmenu map.

In this case the bitmap you want to edit is found in the shared map. The shared map can be found on your Halo2 CD, which cannot be accessed via an xsata device :(
What croe last said is actually valid, but I'm afraid there is no tool out man that can do that at the moment.
JacksonCougAr wrote:I believe that bumpmaps have lower levels of mipmaps... or was it lods...?

Code: Select all

Bitmap Tag
  Submaps Reflexive (normally 1 chunk)
    Levels of detail (max 6, each is twice smaller than the last)
      Mipmaps
Bumpmaps usually have several LODs, so your problem may be your not replacing all of them.. which I don't think any as-of-yet released application can do? lmao.
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Post by ScottyGEE »

antszy101, could you send me the skin? I could try and see if it works for me with something else. I noticed that with injecting bumpmaps on some other levels but then I remember, my bumps work on Sunset which used a different injector. So I may be able to do it.

Otherwise, just give me the bumpmap to test it with and I'll return with pics for proof to see if it works.
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Post by antszy101 »

Scotty, thank you so much for the offer, but unfortunately I cannot send you the full skin at this time. I would send the bumpmap now, but I feel extremely sick :(
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Post by ScottyGEE »

*Sigh* all my projects seem to die now. I should take a hint and just stop.

these hi res rendering errors seem unavoidable, either it be some strange erros via detox or the inability to handle the hi res bitmaps.

I've been trying all afternoon to get around it while also keeping the hi res. but can't...Just more flashing in all the corrupted glory :( When it isn't screwing, up the skin looks great but even though the corrupt turn on is at wierd circumstances, I can't release something thats gonna screw up.


Woo in all its horrid glory :(
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Post by killarzachary »

Dang that sucks.
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Post by Prey »

Educated guess: Your LOD pointers are wrong in your bitmap meta, and so the wrong pieces of the map are being read in as bitmaps.
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Post by ScottyGEE »

It makes a tiny bit of sense seeing as other bitmaps do show up...But this flashes.

So, how would one go about fixing this problem? Oh I sound like a nub (coz I am but still :P)
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Post by Prey »

ScottyGEE wrote:It makes a tiny bit of sense seeing as other bitmaps do show up...But this flashes.

So, how would one go about fixing this problem? Oh I sound like a nub (coz I am but still :P)
Well..fix'em :P

If you want, hit me up on AIM and I'll see what I can do.
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Post by antszy101 »

Dark said that for some reason, if you do map to map tranfers of bitmaps (not building, just injecting), it screws up the map. Everything has to be photoshopped. It also makes sense that it could be flashing because of too many high res bitmaps. I think that if the xbox could handle a number of 1024x1024 textures, bungie would have used them.
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Post by Prey »

ScottyGEE wrote:I'm getting rendering errors. Which seems to display corrupted bitmaps....When there aren't any
antszy101 wrote:I dont have as much of a problem as an annoyance :?
Is there a way to make bump maps come into view sooner? For example, in Coag if you stand on one of the ridges on the sides of the map and look into the center of the map, the bump maps dont show up. But once you move closer, they do.
Ill try to get a pic of what I mean in a second
EDIT: heres a picture
http://img509.imageshack.us/img509/1782 ... es1yi8.jpg
see how they dissapear?
Prey wrote:What croe last said is actually valid, but I'm afraid there is no tool out man that can do that at the moment.
Prey wrote:Bumpmaps usually have several LODs, so your problem may be your not replacing all of them.. which I don't think any as-of-yet released application can do? lmao.
ScottyGEE wrote:So, how would one go about fixing this problem? Oh I sound like a nub (coz I am but still :P)
Prophet solves all.

:P
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Post by JacksonCougAr »

Have I told you I now love you prey?
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Post by crabby »

i was just wondering will the graphics get better with high-res skinning?
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Post by ScottyGEE »

Well, on a technical point, it is 4 times the detail of a 512x512 texture...So yeah it does improve the graphics...

I was making a HD skin to take advantage of the extra detail (I find it really good) but problems pop up from the engine being unable to handle too many HD textures at once...

However, I may finish it eventually, I really like the skin, its just the problems holding me back...


Prey....How so?
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Post by DarkShallFall »

The bitmaps will start flashing because you fuxed up the bitmaps ram when you currupted a bitmap, The thning that flashes is an LOD so use machinama companion to remove teh LOD's to check if thats your problem.
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Post by ScottyGEE »

Well, it seems after some extensive (not really) bitm tweakage, I haven't run into any crazy problems as of yet...

So now its time to test the limits of this hi res :D :D :D 8)
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Post by Prey »

Darkshallfall wrote:The bitmaps will start flashing because you fuxed up the bitmaps ram when you currupted a bitmap, The thning that flashes is an LOD so use machinama companion to remove teh LOD's to check if thats your problem.
...and if that is the problem, use Prophet to inject new LODs :P
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Post by crabby »

hey im hell into skinning now i want to make bump maps stick out of the ground if that is possible like this picture
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i want to make bricks stick out of the wall like that please tell me if that is posible
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Post by theycallmechad »

It's possible.
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Post by crabby »

do you know how to do it? i have just learnt how to put custom bump maps in halo 2 already just wanna know how to make it stick out like that
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Post by Xiion »

just make a custom bump map for the texture you are making.
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