View Full Version : Phantom is almost ready for version 2 release! One problem through.
CodeBrain
July 5th, 2008, 04:22 PM
The new phantom has a cubemap, and multipurpose and detail maps. One problem exists through.
I made a .garbage file for when the turret dies, it spawns the dead turret head.
Edit: I have new photos, here they are:
http://i19.photobucket.com/albums/b152/ShadowFireMario/haloce2008-07-0612-03-59-01.jpg
http://i19.photobucket.com/albums/b152/ShadowFireMario/haloce2008-07-0612-02-46-91.jpg
http://i19.photobucket.com/albums/b152/ShadowFireMario/haloce2008-07-0612-00-17-02.jpg
http://i19.photobucket.com/albums/b152/ShadowFireMario/haloce2008-07-0611-59-54-45.jpg
Thanks for Mr.I, his tutorial helped! :D
teh lag
July 5th, 2008, 04:52 PM
The new phantom has a cubemap, and multipurpose and detail maps. One problem exists through.
I looked at what people said, which I added. The multi, the detail, and the cubemaps were added, and the phantom looks awesome!
I made a .garbage file for when the turret dies, it spawns the dead turret head. The problem is, it doesnt spawn one of them, it spawns about 15 to 20 of them.
Where is the setting I can change so it only spawns one of them, not a lot of them?
That depends on how you're spawning it. Is it the body depleted effect, body destroyed effect, etc? Also, I think we'd all like to see the new shaders for the phantom so we can tell if they need further revision or not.
CodeBrain
July 5th, 2008, 04:56 PM
It's being spawned by the death explosion effect.
Also, Ill get pics, give me a moment, ill put them in first post.
Ifafudafi
July 5th, 2008, 04:57 PM
It should be in the explosion's .effect file, under the "parts" block. If it's tagged the way I think it is, there are a bunch of individual pieces there; just delete 'em until there's only one.
Make sure you're in the right event block too.
CodeBrain
July 5th, 2008, 05:27 PM
Sorry, I messed up, its the death explosion effect, not body destroyed.
Anyway, I have the photos, will be in first post shortly.
Edit: Photos are up
CodeBrain
July 5th, 2008, 05:44 PM
Double post for top post.
Hotrod
July 5th, 2008, 06:03 PM
The shaders aren't bad, but could still use some more work. The purple should be a bit more of a red color, if you want to make it like Halo 2's Phantom, and the grey should be a little more silver as well.
Hunter
July 5th, 2008, 06:05 PM
Bigger images?
CodeBrain
July 5th, 2008, 06:13 PM
Pics have been resized.
Also, hotrod, Im going to do that, Ill look at the Halo 2 Phantom as a example.
Edit: I cant really change the bitmap as is, I tried doing the silver part, it almost removes all the detail on it. Same goes for the red-purple.
Edit2: Fixed.
CodeBrain
July 5th, 2008, 06:36 PM
Once again, double post for for great justice.
teh lag
July 5th, 2008, 06:37 PM
That definately isn't the right cubemap for the phantom... maybe the banshee's or elite blue. I'm not sure, but the multi doesn't look right either... did you make it from the h2 bitmap's alpha channel? Also, what Mr. I said about the turret spawns. Be sure only one garbage is being spawned per marker.
CodeBrain
July 5th, 2008, 06:45 PM
Unfortunately, I dont know how to make a multipurpose map. I asked Dano for advice, but like he said, that wasnt really what I was looking for.
The multipurpose was just 2 colors before, full bright pink and green, then I made it have 4 colors. One bright pink, one medium pink, one dark pink, and then green.
Seriously through, I just used the paint bucket tool in GIMP >_<
So It looks like shit. If only there was a multipurpose tutorial.
Also, Im swaping the cubemap. Should get new photos.
Edit: Photos are being uploaded
Ifafudafi
July 5th, 2008, 06:50 PM
It's actually quite easy to accomplish in GIMP. I use it too.
Use the wand tool to highlight the specific area you want to recolor, and then go to the "Colors" menu (or Filters/Colors if you're not using the latest version) and select "Filter Pack." From there, you can edit hue, saturation, and brightness.
Also you've given me the idea to go ahead and make a tutorial on bitmap/shader creation. Thxvm.
CodeBrain
July 5th, 2008, 06:53 PM
Ah, thanks Mr. I. If I had a green rep power, I would give you some, but I have no rep power.
teh lag
July 5th, 2008, 07:41 PM
http://i19.photobucket.com/albums/b152/ShadowFireMario/horrid_multi.jpg
K, that's not how you make a multi map.
You start with grayscale images of the red, green, blue, and (for change-color) alpha channels. You green at least seems correct. A bitmap from h2 gets its red and blue from the source bitmap's alpha channel. (You can use this program to separate rgb from a in a .dds - http://www.mnwright.btinternet.co.uk/download/dxtbmpx.EXE) You then do filter->colors->compose (or something like that) and use your grayscales in the appropriate places.
CodeBrain
July 5th, 2008, 07:42 PM
Um....that almost looks the exact same way as using the paint tool.. When I did the silver part for the bitmap, it covers most of the details, making them not able to see. Also, multi is the same, the pink with the wand doesnt select all the areas, even if I select them.
Meh, I have no idea :(
Ifafudafi
July 5th, 2008, 07:57 PM
Up the wand's threshold in the options on the main bar.
Or you could just PM me the bitmap, and I'd do it for you if you're really too stuck. >.>
CodeBrain
July 5th, 2008, 08:10 PM
K, that's not how you make a multi map.
You start with grayscale images of the red, green, blue, and (for change-color) alpha channels. You green at least seems correct. A bitmap from h2 gets its red and blue from the source bitmap's alpha channel. (You can use this program to separate rgb from a in a .dds - http://www.mnwright.btinternet.co.uk/download/dxtbmpx.EXE) You then do filter->colors->compose (or something like that) and use your grayscales in the appropriate places.
Um... Im using that program, and I must be stupid or something, because I cant seem to find any option to seperate any color from the alpha.
Halp?
teh lag
July 5th, 2008, 08:43 PM
Um... Im using that program, and I must be stupid or something, because I cant seem to find any option to seperate any color from the alpha.
Halp?
In the top right, the alpha map sould be visible in a box. You *should* be able to double click it to open it up and save it somewhere.
CodeBrain
July 5th, 2008, 08:45 PM
Um, the alpha was all white, nothing else. What would be the purpose of using a completely white alpha?
Unless Im missing something >_<
Edit: A thing I should say. If I use the Create alpha (black) function, it shows a little bit of the picture, but most of it is white.
Masterz1337
July 5th, 2008, 09:24 PM
You need to make the effect happen with cody delted, not body destroyed. And as everyone else has sad, multi still needs major work.
ExAm
July 6th, 2008, 07:22 AM
It should be in the explosion's .effect file, under the "parts" block. If it's tagged the way I think it is, there are a bunch of individual pieces there; just delete 'em until there's only one.
Make sure you're in the right event block too.Heh, even I knew that about effect tag structure from my dependency swapping days :P
Kalub
July 6th, 2008, 08:25 AM
How to make a multi purpose map:
Select desired area to be shiny, if in PS press ctrl+u and give a red/pink tint, the more red the more shiny.
Select another area that should be shiny, but not so much, repeat adding less red than before.
Also, go easy on the poor thing, it doesnt take much to make a nice shine without over doing it
CodeBrain
July 6th, 2008, 12:30 PM
New photos are put in first post! :D
Masterz1337
July 6th, 2008, 12:33 PM
Still looks really wrong. Take a look at the h1 Hog bitmaps to get a better idea how to make a multi, also, fix how the ai are dropped out of the ship.
CodeBrain
July 6th, 2008, 12:44 PM
Meh, the multi is ok, I looked at them, looks the same way as I made the multi.
It MIGHT be the cubemap thats doing that through. It could be the elite cubemap thats doing that through.
I also tried the banshee cubemap, it makes it all purple :(
Unless you want a pic: http://i19.photobucket.com/albums/b152/ShadowFireMario/phantom_multi.jpg
Its blurry because of photobucket blurry compression bullshit :P
Ifafudafi
July 6th, 2008, 12:52 PM
On your Multi map, make the metal a much darker redpurple; this should make it shine less. The purple is shining right, but the metal needs to be dimmed.
CodeBrain
July 6th, 2008, 12:55 PM
So which part you want me to fix? The dark purple, or the pink area (the bottom)?
Ifafudafi
July 6th, 2008, 01:06 PM
*sigh*
http://img391.imageshack.us/img391/1783/phantommultivu6.png
It's shoddy and thrown together in 30 seconds, but it should get the job done, or at least show you what I'm saying.
Masterz1337
July 6th, 2008, 04:38 PM
now that I thjnk of it, you'd be much better off making the Purple hull and the silver 2 separate shaders.
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