Custom Reticles

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Banshee Ace





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Post by Banshee Ace »

what is the sequencing index? that's a part i couldn't understand.. do i hav to put a number there according to the mipmap number or whatever it's called?
i've seen many master chief renders. where do these people get Master Chief's model?
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Danke




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Post by Danke »

Either you leave it blank or you put a zero there, it's for multiple bitmap .bitmap's, it tells which one to go to. If you open up a multibitmapped .bitmap tag, it'll have a drop down menu and have the sequencing index to the left, I think.
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Banshee Ace





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Post by Banshee Ace »

so basically the number right next tom the bitmap is the one i i use in the sequence index?
i've seen many master chief renders. where do these people get Master Chief's model?
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Danke




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Post by Danke »

All right, if you open, say, effercts\particles\energy\bitmaps\charge c energy.bitmap (which is really cool looking BTW) and click "show bitmaps" You'll see a dropdown list that says bitmap: 0. If you click the list you'll see bitmap: 1. The 0 and the 1 are the sequencing index. If your bitmap only has one bitmap, put zero. If it has multiple, check the bitmap for what sequencing index number it is.
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Banshee Ace





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Post by Banshee Ace »

ok.. im was just making sure.. now... this is the part that made me really confused.. open the reticle bitmap tag. the one for the default guns (AR, Pistol, etc.) look at their sequence index.. they're wrong... yet, they appear with a different crosshair in game.. look and ee what i mean.. look at the plasma rifle's sequnce index.. yiou'll see what i mean right away..
i've seen many master chief renders. where do these people get Master Chief's model?
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Danke




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Post by Danke »

Actually, no I don't. It looks fine to me...
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viperfreek89





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Post by viperfreek89 »

very good explination man
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Banshee Ace





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Post by Banshee Ace »

guys how do you make "sprite" bitmap tags?

sprite bitmap tags are the bitmap atsg that make up reticles. open the reticle tag and see what i mean if i dont know what they are...
i've seen many master chief renders. where do these people get Master Chief's model?
viperfreek89





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Post by viperfreek89 »

all you do is the same think as you would with making any bitmap tag, only instead of saying "bitmaps" after the tool command, you would use "bitmap" (no 's'). an example is instead of using

Code: Select all

"tool bitmaps levels\blah\bitmaps"
for a level, you would do

Code: Select all

"tool bitmap hud\reticles"
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Banshee Ace





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Post by Banshee Ace »

the only difference mine came out was that it had multiple mipmaps but it was called a "2D Texture" in the pulldown menu...
i've seen many master chief renders. where do these people get Master Chief's model?
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Danke




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Post by Danke »

Sprites need to be on a sprite sheet. Halo uses a 512x512 sheet every time, and its the only way I've gotten it to "work". When I tried to redo the HUD, it showed the whole sprite sheet. Something didn't work right. You're better off using a 2d bitmap with alpha transparency.
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Banshee Ace





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Post by Banshee Ace »

Dan do you have AIM cause i need some extra help with this.


- i must make my reticle bitmaps ALWAYS in 512x512?
- tool will only convert a 512x512 bitmap into a sprite?
- how the heck do I make an alpha trasparency?
i've seen many master chief renders. where do these people get Master Chief's model?
axeman




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Post by axeman »

A simple answer to sequence indexing....


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:wink:
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Danke




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Post by Danke »

Not that that wasn't helpful, but what does that have to do with the sequence index?
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axeman




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Post by axeman »

Well if you dont know what it has to do with sequence indexing then you'll never be able to do custom reticles/huds. :roll:

I know what im on about.

(damn wont let me do anymore pics)

Links to proof.

http://www.armyofassassins.com/forums/i ... ost&id=395

http://www.armyofassassins.com/forums/i ... ost&id=373


:wink:
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Danke




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Post by Danke »

The sequence index specifies which bitmap in a bitmap tag to use. Whether or not the bitmap tag as a whole is a sprite or not has nothing to do with how many bitmaps are in the tag and which one to use.
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axeman




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Post by axeman »

d00D your missing the whole point here, this thread is asking how the indexing works, but seeing as its simpler not to make sprites in the first place, eg bitmaps you should check the box to tell halo that it is not a sprite, then halo bypasses the whole indexing all together.

ergo you will have no errors like 'Object blah blah has an invalid sequence index blah blah' and you get a nice shiney new reticle or hud item.

Thats what my original post said, 'A simple answer to sequence indexing', not 'this is what sprite index sequences are':roll:
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Danke




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Post by Danke »

All right, I gotcha now. I just wanted to know what that had to do with sequence indexing, I knew what the whole topic was about. Thanks for the help. :wink:
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