Convert CE bitmap tags to PC?
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Convert CE bitmap tags to PC?
Im wondering if theres a way to convert halo ce bitmap tags to pc, I have the tags and know how to make them .dds and stuff, but when i see them in game, the texture looks odd and out of place. Please help if you can!
Last edited by Toron4life on Mon Oct 22, 2007 12:02 pm, edited 2 times in total.
this is the wrong section to post this. use the modding discussion thread next time.
yes you can if you know what your doing, but before anything you need the map makers permission to use their textures, but i assume you knew that. so if you have their permission then ask them for them or are you just downloading CE maps and trying to take textures from them?
your call..
yes you can if you know what your doing, but before anything you need the map makers permission to use their textures, but i assume you knew that. so if you have their permission then ask them for them or are you just downloading CE maps and trying to take textures from them?
your call..
Life is not how you survive the storm, but how you dance in the rain
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1. I don't know why this thread got here.. sorrypepsi711 wrote:this is the wrong section to post this. use the modding discussion thread next time.
yes you can if you know what your doing, but before anything you need the map makers permission to use their textures, but i assume you knew that. so if you have their permission then ask them for them or are you just downloading CE maps and trying to take textures from them?
your call..
2. I'm doing the first thing you said, not trying to rip them, I already have them, i just don't know how to convert them
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INJECTING
Preparation- Make sure you copy your original bitmaps so you don't loose them, then make sure your bitmaps and your .map( with freshly converted CE content ) is in the same place as the duplicate of your original bitmaps.
1. Open your .map with converted CE tags in HMT
2. Open the bitmaps carrot
3. Now comes the tricky part; CE bitmaps are not usually in normal sizes(EX. AR bitmap size is 512x512, CE Battle Rifle bitmap size is 256x256)
4. In order to know your CE bitmap size(say the size of the Battle Rifle) open your bitmap file in a photo program, then find the resize button or something like that. If you know a better way to find the size of the picture, do that.
5. Find an unused bitmap(EX. say your replacing AR with BR, find an AR bitmap that is sized at 256x256) If you can't find an unused bitmap with the size of your CE bitmap, you may have to resize your CE bitmap in a photo program.
6. Once you've found an unused bitmap, inject the CE bitmap and remeber the name of the unused bitmap you've injected into.
The Shade model
7.(changing the soso(shader model) so that the tag is skinned correctly.)
now that you have your new CE bitmaps injected, open your Newly made map in eschaton or another modding program that has dependancy swapping.
8. Open the carrot for soso(shader model)
9. Find the bitmap of the part of the model you injected(EX. You imported the BR, find Battle Rifle Scope for starters)
10. Change the top bitmap(in dependancy swapping) to the unused bitmap you injected the CE bitmaps into.(EX. Find Assualt Rifle/diffused gun metal. Or what ever you injected into)
11. Once you've changed all your new tag soso dependancies, Open Halo Demo and try out your new mod!(make sure the proper steps are taken to spawn your new tag(wep or vehicle or whatever)
Note that this tut does require that you replace an existing object's bitmap, but you can always choose a bitmap like the ball or needler... something that is not used... and swap the bitmaps.
Note also that if you are ripping an object from a converted CE map, the regular PMI tutorial will work fine. Bitmaps will still need to be fixed. But it is still much easier.
Also I found that when I PMIed the ODST bipd into a rebuilt map (It had to have been... it was a BSP conversion from The Maw) the ODST went in just fine. No crashing at all. Strange much?
thats the part im refering to it deals with shaders
Preparation- Make sure you copy your original bitmaps so you don't loose them, then make sure your bitmaps and your .map( with freshly converted CE content ) is in the same place as the duplicate of your original bitmaps.
1. Open your .map with converted CE tags in HMT
2. Open the bitmaps carrot
3. Now comes the tricky part; CE bitmaps are not usually in normal sizes(EX. AR bitmap size is 512x512, CE Battle Rifle bitmap size is 256x256)
4. In order to know your CE bitmap size(say the size of the Battle Rifle) open your bitmap file in a photo program, then find the resize button or something like that. If you know a better way to find the size of the picture, do that.
5. Find an unused bitmap(EX. say your replacing AR with BR, find an AR bitmap that is sized at 256x256) If you can't find an unused bitmap with the size of your CE bitmap, you may have to resize your CE bitmap in a photo program.
6. Once you've found an unused bitmap, inject the CE bitmap and remeber the name of the unused bitmap you've injected into.
The Shade model
7.(changing the soso(shader model) so that the tag is skinned correctly.)
now that you have your new CE bitmaps injected, open your Newly made map in eschaton or another modding program that has dependancy swapping.
8. Open the carrot for soso(shader model)
9. Find the bitmap of the part of the model you injected(EX. You imported the BR, find Battle Rifle Scope for starters)
10. Change the top bitmap(in dependancy swapping) to the unused bitmap you injected the CE bitmaps into.(EX. Find Assualt Rifle/diffused gun metal. Or what ever you injected into)
11. Once you've changed all your new tag soso dependancies, Open Halo Demo and try out your new mod!(make sure the proper steps are taken to spawn your new tag(wep or vehicle or whatever)
Note that this tut does require that you replace an existing object's bitmap, but you can always choose a bitmap like the ball or needler... something that is not used... and swap the bitmaps.
Note also that if you are ripping an object from a converted CE map, the regular PMI tutorial will work fine. Bitmaps will still need to be fixed. But it is still much easier.
Also I found that when I PMIed the ODST bipd into a rebuilt map (It had to have been... it was a BSP conversion from The Maw) the ODST went in just fine. No crashing at all. Strange much?
thats the part im refering to it deals with shaders
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- Joined: Sat Sep 01, 2007 5:09 pm