is it possible to...

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AbeFroman




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is it possible to...

Post by AbeFroman »

is it possible to change a skin that is 256x256 pixels so that it changes to 500x500 pixels?
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Re: is it possible to...

Post by {TP}Spartan »

AbeFroman wrote:is it possible to change a skin that is 256x256 pixels so that it changes to 500x500 pixels?
Updating the size when you inject but that'll corrupt your bitmaps
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AbeFroman




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Post by AbeFroman »

i tried that but it doesn't do anything, it's still 256x256, and it doesn't even make it higher quality
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Post by Andrew_b »

You have a problem... 500 isnt a power of two.

256 x 2 is 512. If you need to know all the numbers, heres a small list.

2
4
8
16
32
64
128
256
512
1024
2048
etc...
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Post by Altimit01 »

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.
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Post by Ombre »

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Post by AbeFroman »

thx ombre, that lil tut worked
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Post by conure »

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.
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Post by Altimit01 »

Well if the EOF trick works combined with larger textures then I guess that's it. Didn't know HMT would allow EOF to inject larger textures though.
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Post by Ombre »

conure wrote:
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.
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Post by Andrew_b »

Wouldn't the UVW coords get fubared?
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Post by Ombre »

That's what I originally thought, but when you inject it updates the size for everything, and the UVW coords work perfectly.
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Post by Philly »

Just done this to a an FTD sky:
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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.
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Post by AbeFroman »

ok, so people are saying to Hex edit the bitmap so that it actually displays the texture as larger in-game? how do i do that?...never hexed before
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Post by DeadHamster »

make your texture 512x512, then use EOF to inject the larger bitmap.
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Post by AbeFroman »

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
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Post by DeadHamster »

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.
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Post by AbeFroman »

so what i'm trying to do is impossible for PC?
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Post by DeadHamster »

Pretty positive it is.
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Post by AbeFroman »

:cry: blood gulch's stretched out textures got my hopes up
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