Yeah that is one of the primary issues. Power of 2 is necessary so that you can have mipmaps. I could see it happening if you manage to inject the data using EOF and then hex the bitm tag to use that size. Although there's a question whether halo would accept that.
Wait that link seemed to pretty much say that it was pointless to try and enlarge skins, or thats what i seemed to read......
Anyway i agree with alt in this case, i think some hex editing is recuired due to the lack of bitm plugins/proggies. The things you would need to edit would be a Enum in the bitmap if i remember right, also with a bitm plugi nyou could change the type and such.
Halomods member wrote:tags meta? There is no such thing for Halo PC.
Wait that link seemed to pretty much say that it was pointless to try and enlarge skins, or thats what i seemed to read......
Anyway i agree with alt in this case, i think some hex editing is recuired due to the lack of bitm plugins/proggies. The things you would need to edit would be a Enum in the bitmap if i remember right, also with a bitm plugi nyou could change the type and such.
To just enlarge it is pointless. However, in theory if you enlarge it, then improve the quality, it will look better. (This could be done by remaking the skin just at a higher resolution). You can easily check to see that this works by using it on a ground texture like grass or sand.
Just done this to a an FTD sky:
That's a 1024x1024 texture, which is really useful if you want details like galaxies or whatever. Also, it shouldn't slow the game down, since there's only one sky texture in the entire level.
i tried that, it was ombre's little tut, all it did was make the texture higher quality, i want the texture to show up in-game as larger, wish i could show a pic of what i want, but i don't know how to do it so i can't
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
oh, you want to stretch it out, over a larger area.
Don't know if you can do that. I'm pretty positive thats controlled by the UV coordinates, which means you'd have to edit the BSP in Max, which means you'd have to do CE.