Is it possible to make new bitmaps
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Is it possible to make new bitmaps
is it possible to create a new bitmap and make it the bumpmap of a different texture (adding a bumpmap to an existing bitmap)
you cant add a bump to a bit unless there is a slot for it already. to do that you need to go into CE.
example:
"metal panels generic ext" does not have a bump map for it. it is its own texture alone. in order to add a bump to it you have to find a texture combo that does have a bit/bump to compliment each other and swap them meta style in the shader environment branch.
if what you were asking was possible we would have bump mapped the hogs in PC by now
example:
"metal panels generic ext" does not have a bump map for it. it is its own texture alone. in order to add a bump to it you have to find a texture combo that does have a bit/bump to compliment each other and swap them meta style in the shader environment branch.
if what you were asking was possible we would have bump mapped the hogs in PC by now

Life is not how you survive the storm, but how you dance in the rain
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- Mr.Brightside
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I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.
For anybody still wondering where FTD has gone, here it is.
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I will teach you how to duplicate if you like. 

For anybody still wondering where FTD has gone, here it is.
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yeah
dont get angry with me but i think if theres some way to do it in HPC, then do it. if you do CE>PC that may be easier, but i think youll get more respect for staying in PC
Fun fact:Philly wrote:I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.
bump maps only exist under the senv tag class. Dependency 6 in the senv tag is the bumpmap dependency.
Also vehicles have been bumpmapped before in the past, but it was found not to be good due to the fact you give up thing liek the multipurpose for that object.
Halomods member wrote:tags meta? There is no such thing for Halo PC.
ORLY?conure wrote:Fun fact:Philly wrote:I've just been thinking about this. There are various 'unfilled' bitmap dependancies under any given shader in a map. One of them is the bump map. I reckon you could duplicate a shader and a few bitmaps, then use my magic bitmap thingy method to get anything bumpmapped. Infact, I'd be willing to give it a try.
bump maps only exist under the senv tag class. Dependency 6 in the senv tag is the bumpmap dependency.
Also vehicles have been bumpmapped before in the past, but it was found not to be good due to the fact you give up thing liek the multipurpose for that object.
Why not just change the tag class to 'senv'? I'm sure there is a shader out there that has a multipurpose, base bitmap, detail map, cubemap and bumpmap.
For anybody still wondering where FTD has gone, here it is.
Ya so you are gona use what?
shader_enviorment - no multi
shader_model - no bump
shader_transparent_water - transparent shader variant (no multi, and uses specular map)
shader_transparent_plasma - transparent shader variant
shader_transparent_glass - transparent shader variant
shader_transparent_meter - transparent shader variant
shader_transparent_generic - transparent shader variantt
shader_transparent_chicago - transparent shader variant
shader_transparent_chicago_extended - transparent shader variant
Good luck with all of that, and remember just because you change the tag class doesnt mean it makes it works.
If the 6th dependency is at 0xc4 in senv and the 6th in soso is at 0x32, well then you got some problem coming.
shader_enviorment - no multi
shader_model - no bump
shader_transparent_water - transparent shader variant (no multi, and uses specular map)
shader_transparent_plasma - transparent shader variant
shader_transparent_glass - transparent shader variant
shader_transparent_meter - transparent shader variant
shader_transparent_generic - transparent shader variantt
shader_transparent_chicago - transparent shader variant
shader_transparent_chicago_extended - transparent shader variant
Good luck with all of that, and remember just because you change the tag class doesnt mean it makes it works.
If the 6th dependency is at 0xc4 in senv and the 6th in soso is at 0x32, well then you got some problem coming.
Halomods member wrote:tags meta? There is no such thing for Halo PC.