Post by ©³~ SilentK on Jan 19, 2011 14:23:51 GMT -6
This tutorial will cover a huge range of subjects. In this, you'll learn about all the different tag classes, what they do, what they can do, and explanations for other things as well. This will not teach you how to anything in particular, rather the goal is to make it quick and simple to understand how modding works, and to make the information on different areas condensed and easy to locate. This will be updated constantly with more information, so make sure to check back often.
Has a one bit alpha, where part of the image can either be visible or invisible, no in between.
DXT3
Has an "Explicit Alpha", where textures can be semi-transparent or translucent. Best for noisier alpha layers.
DXT5
Has an "Interpolated Alpha", where the alpha is smoother. Best for gradients in the alpha layer.
Those are the main 3. The rest are mostly for UI bitmaps or bumpmaps. Guerilla explains them better then I can.[/ul]
Bitmap Usage
Cubemaps
Cubemaps are 6 textures built into one bitmap file. The textures are for simulated reflections, based on the multipurpose bitmap and different shaders on a model, the cubemap will be applied to the surface to make it appear reflective. When the textures use similar colors or are vaguely similar to the environment, it gives a very convincing appearance.
The 6 textures are for the 6 directions existing in a 3D environment, Front, Back, Left, Right, Up, Down. The 6 textures are arranged so that they can be folded in a cube, and depending on which direction you view the model, the matching texture will be shown. Having the tiles seam up properly is necessary to prevent lines from reflecting.[/center]
Halo PC
Mapfile
How Modding is Done.
How Mapfiles and Tags Work
How Halo Works
What's a reference?
What Each Tag Class Does
Why Models are PMI'd
Joiner Friendly Mods
Join Friendly Mods
Bitmaps Explained
Different Types of Bitmaps
Bitmap Formats
[/b]Mapfile
How Modding is Done.
How Mapfiles and Tags Work
How Halo Works
What's a reference?
What Each Tag Class Does
Why Models are PMI'd
Joiner Friendly Mods
Join Friendly Mods
Bitmaps Explained
Different Types of Bitmaps
Bitmap Formats
Has a one bit alpha, where part of the image can either be visible or invisible, no in between.
DXT3
Has an "Explicit Alpha", where textures can be semi-transparent or translucent. Best for noisier alpha layers.
DXT5
Has an "Interpolated Alpha", where the alpha is smoother. Best for gradients in the alpha layer.
Those are the main 3. The rest are mostly for UI bitmaps or bumpmaps. Guerilla explains them better then I can.[/ul]
Bitmap Usage
Cubemaps
Cubemaps are 6 textures built into one bitmap file. The textures are for simulated reflections, based on the multipurpose bitmap and different shaders on a model, the cubemap will be applied to the surface to make it appear reflective. When the textures use similar colors or are vaguely similar to the environment, it gives a very convincing appearance.
The 6 textures are for the 6 directions existing in a 3D environment, Front, Back, Left, Right, Up, Down. The 6 textures are arranged so that they can be folded in a cube, and depending on which direction you view the model, the matching texture will be shown. Having the tiles seam up properly is necessary to prevent lines from reflecting.[/center]