Custom Ghost Bumps for Halo 2

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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Aequitas




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Post by Aequitas »

theycallmechad is talking about bump maps and you are talking about normal maps.. They can be used to create "similar" effects, but they are two different things. Plain and simple.
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Post by INSANEdrive »

Aequitas.. Shuush... First By Brain Started to Itch... and Now Your Making My Eye Twich...


...Darn you ( Reply to this if you wish... I won't be able to cause I need to get a New Jacket... the Buckles on this one are all Rusty...)

..Although this does give me an idea...well a thought... thanks Aequitas :D

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theycallmechad in one of your past posts you said
theycallmechad wrote:I want to get better in the sense that the bumps actually look like bumps and not just like different surfaces.
Do you know of all the Different Forms/"Techniques" there are in the Bump Mapping..uhh.. "Spectrum"

'Cause Maybe Some of the Effects you want to do in Bump Mapping would be Better if You Normal Mapped... Or Displacement Mapped ( Can Halo 2s Engine do Displacement Maps?)
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Veegie[Temp]




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Post by Veegie[Temp] »

INSANEdrive wrote:
Aequitas wrote:Bump maps only need one channel..
I Believe it is usually a multi-channel image (that is, channels for "red", "green" and "blue" as opposed to just a single color)
It's black and white...

At least in normal mapping ( Which is a use of the "technique" that is Bump Mapping)

There are also Alphas in some cases I believe (Height Maps? )...
If you just implied that normals and bump maps are the same thing...

Just no. You've lost all validity in future and past discussions in regards to the said-matter.

Inform yourself.
Can Halo 2s Engine do Displacement Maps?)
No.
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Post by kornkidcrazy »

[quote="INSANEdrive"]
What
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theycallmechad




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Post by theycallmechad »

Since the bump reads "height" by Black, white, and shades of gray, I made the jpeg bump image in dothalo a dtx1 image from an imported texture. The game then reads the DTX1 black and white image the same way it would read a jpeg image, and the bumps therefore work the same.
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Post by INSANEdrive »

Veegie wrote:
INSANEdrive wrote:
Aequitas wrote:Bump maps only need one channel..
I Believe it is usually a multi-channel image (that is, channels for "red", "green" and "blue" as opposed to just a single color)
It's black and white...
INSANEdrive wrote: Ok... I Rested My Brain...Cleaned up to ooze coming out of my ears and I see now that Jumbled some Info Around...

Yes , In Most Cases , the Bump Maps are One Channel... But they also can Have Alphas.. Which Dxt 1 can Not do ( Dxt 2 and Higher Can...)
I would also Like to state My Confusion with the Bump maps
Last edited by INSANEdrive on Wed Apr 26, 2006 4:05 pm, edited 1 time in total.
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Aequitas




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Post by Aequitas »

The raw format is irrelevant. A bump map saved in any format that maintains its properties is still a bump map (DXT1, DXT3, DXT5, X8R8G8B8, A8R8G8B8, BMP, PNG, JPEG, GIF, TIFF, PSD, etc.).. Since you are admittedly uninformed, why do you argue so much with those that attempt to inform you? :\
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Post by INSANEdrive »

Aequitas wrote:The raw format is irrelevant. A bump map saved in any format that maintains its properties is still a bump map (DXT1, DXT3, DXT5, X8R8G8B8, A8R8G8B8, BMP, PNG, JPEG, GIF, TIFF, PSD, etc.).. Since you are admittedly uninformed, why do you argue so much with those that attempt to inform you? :\
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Post by Veegie[Temp] »

A tip for your future posts.
Don't press return at the end of every sentence, and capitalize every other word. It makes readers far-less suicidal when reading. It just makes it SO much easier to follow. Because right now, I haven't a clue what you're talking about.
Oh, also. It's you're.
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Post by Malf »

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Post by INSANEdrive »

Veegie wrote:A tip for your future posts.
Don't press return at the end of every sentence, and capitalize every other word. It makes readers far-less suicidal when reading. It just makes it SO much easier to follow. Because right now, I haven't a clue what you're talking about.
Oh, also. It's you're.
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Post by xheadshotmastax »

awesome!!! very nice done
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Post by SnaFuBAR »

hey, i really like this one. it works very nicely! can we expect to see more from you?
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Post by theycallmechad »

Here's another one I did. I'm experimenting with the effects of different type of drawn "bumps" and this is what I came up with.

Again, the skin on it is a solid color (a turquoise blueish color). The "bump" is what makes the differences. Not the best bump, but it was an experiment.

Click images below for full-size images

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Okay, another one added, this time with a skull bump.

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Veegie[Temp]




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Post by Veegie[Temp] »

Uhm, the skull does not seem to be intruded or extruded in any way, shape, or form.
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Post by theycallmechad »

I'll adjust that. I'm using a different shader than the default Ghost shader, and the new shader I'm using (the sniper tower) has very flat "bumps." I'm going to try to tweak them a bit to see if I can get them to stand out more, and if not, I'll go play campaign and see if I can find more prominant bumps on other shaders.

what the ghost shows, however, is how the light reacts differently on different parts of the Skull. The skull is composed of Black, white, and shades of Gray on the bumpmap with each shade producing different effects on the light. I took these 3 pics to show you how the light changes on the skull as it's hit from different directions.

It's a whole lot better in-game. I was too lazy to make an animation.
Last edited by theycallmechad on Fri Apr 28, 2006 1:03 pm, edited 1 time in total.
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Post by DWells55 »

Yeah, looks liek a texture, not a bump...
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Post by Veegie[Temp] »

theycallmechad, are you positive you know what a bump/normal map is?
Unless for the sole reason that you were talking in regards to scaling values in the shader tag, then never mind.
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Post by theycallmechad »

Veegie wrote:theycallmechad, are you positive you know what a bump/normal map is?
Unless for the sole reason that you were talking in regards to scaling values in the shader tag, then never mind.
I extract the bump, I edit the bump, and I re-inject the bump. Here, I'll go do this with the normal Ghost shader.
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