Custom Reticles
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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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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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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 for a level, you would do
Code: Select all
"tool bitmaps levels\blah\bitmaps"
Code: Select all
"tool bitmap hud\reticles"

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


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

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:
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: