Entity 1.5 Preview
- theycallmechad
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- Joined: Sat Aug 13, 2005 11:30 am
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- trepdimeflou
- Posts: 727
- Joined: Sat Dec 25, 2004 12:50 pm
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- StalkingGrunt911
- Posts: 3618
- Joined: Wed May 24, 2006 12:30 pm
- Location: Florida!
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Thats a normal map though...
I thought it converted it in game...Although your glock proved to work otherwise...
Anyway, I look forward to it...
I still want to see what Talin64 churns out though.
edit: ooh, is it still in p8 dxt format though? If so, I gotta fix my photoshop as it freezes trying to save in that format...Else I'll stick to DXT1
I thought it converted it in game...Although your glock proved to work otherwise...
Anyway, I look forward to it...
I still want to see what Talin64 churns out though.
edit: ooh, is it still in p8 dxt format though? If so, I gotta fix my photoshop as it freezes trying to save in that format...Else I'll stick to DXT1

- trepdimeflou
- Posts: 727
- Joined: Sat Dec 25, 2004 12:50 pm
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The bump maps are in P8 (palletized) format. Since it is palletized, it references a color lookup table that contains the color data. This enables the bitmap to be smaller, but become bigger when it is decompressed in real time through the game engine. Here's how that works.ScottyGEE wrote:Thats a normal map though...
I thought it converted it in game...Although your glock proved to work otherwise...
The color lookup table for the palletized bump maps is in the halo 2 .xbe (executable). For every byte of the p8 bump map, there are a corresponding four bytes in the color index that are the correct colors for that byte. I'll make a small example:
P8 Bitmap:
00 FF 0F B4 ...(etc)
Color Index:
00 11 CC 4C 08 F8 9C 8D 3F 4E 55 6C 7A 8B FC B3 ...(etc)
Well, the bytes in the P8 bitmap reference a byte in the color index like this:
the first byte (00) references the first four bytes of the color index. The second byte (FF) references the four bytes found at 0xFF from the start of the index, and so on and so forth.
Palletized bitmaps let the map load times be much shorter, but still contain the same amount of detail.
Once the Color Index was found in the .xbe, it was just a matter of pokecancer writing the color reference part of Bitmap.cs .
The game engine converts all bitmaps to a8r8g8b8 in real time, so you will most likely be saving to that format instead of P8.ScottyGEE wrote:edit: ooh, is it still in p8 dxt format though? If so, I gotta fix my photoshop as it freezes trying to save in that format...Else I'll stick to DXT1
- trepdimeflou
- Posts: 727
- Joined: Sat Dec 25, 2004 12:50 pm
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iGeo wrote:My photoshop also freezes when trying to save as P8, anybody know why?
Tural wrote:I use Photoshop CS with this plugin. I can read and write every format of dds file.
trying to take credit for the vector palette are we ;p?trepdimeflou wrote:=o!
I just wrote that off the top of my head, based on what we found in the past few days.
Takes me <5 minutes to find something I don't even know exists.
Which is why I don't believe in coinicdence.
And since when did you start reverse engineering Talin?
- trepdimeflou
- Posts: 727
- Joined: Sat Dec 25, 2004 12:50 pm
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- Posts: 50
- Joined: Mon Dec 27, 2004 7:02 am
- StalkingGrunt911
- Posts: 3618
- Joined: Wed May 24, 2006 12:30 pm
- Location: Florida!
- Contact:
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That would be pretty cool, but probably pretty hard to code also. Just use RTH it's sorta what it's for a easier and faster to edit effects etc. and then see them right in game. No need to FTP etc.Digital Marine wrote:Don't know if its posted:
How about a window that you could see your guns effects, projectiles, textures, hear the sounds, etc with a short animation demonstrating it.
I never Insisted anything.Jubakuba wrote:wait...i thought poke was done with entity?
Thats what detox insisted on anyway...
but ya, will that be in this version?
On the IRC I said Poke has some other projects to work on at the moment. And the moment was months ago.
Yes, Pokecancer has proper bumps, as I have tested it, and as Trep just said.
But it wouldn't have been possible without Kornman... And his Xbe skillzz.
=p.
