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Author Topic: Skins/textures/etc (3 messages, Page 1 of 1)
Moderators: Dennis

Joined: Feb 10, 2018

Posted: Feb 12, 2018 09:50 PM    Msg. 1 of 3       
For the ai. How do I change their looks, skins, and all that? Am I able to use the HEK kit to do it? Can I use the guerilla to do it? If you could please help.

Joined: Aug 21, 2010

Former biped rigger & FP animator

Posted: Feb 19, 2018 05:50 AM    Msg. 2 of 3       
bipeds have permutations
someone else can probably help you better but in guerilla you can delete permutations of a copied biped to have a single biped file with only the permutations that you want.
Add AI with said biped and boom
You've got your specific AI.

Joined: Jun 8, 2014


Posted: Feb 19, 2018 10:42 AM    Msg. 3 of 3       
To edit a biped's appearance, there are three main components; models shaders bitmaps

Editing models involves 3DS max. For your current level of skill, this is not feasible (yet!), so we'll focus on bitmaps and shaders.

For bitmaps, either acquire a copy of Photoshop (preferable, but we can't help you with that here.), or downloading GIMP as a free and legal alternative.

Open the biped tag in guerilla, and near the top is a reference for model. Click the [ Open ] button which will open the model tag. Scroll to the bottom of the model tag and you'll see a drop down box with references inside. Click the [ Open ] button again to open the shader.

The shader has references to a base mao. This is the main texture, click [ Open ].

Click view bitmap to look at the image. This is the image that is wrapped around the model. Imagine painting a paper crane, and then unfolding it back to a single piece of paper. That is similar to how a model is unwrapped around a bitmap.

You can extract this with one of MosesOfEgypt's tools in his Moses's Editing Kit package. Once it's extracted, open it with GIMP. You can modify the colors, draw on it, edit the brightness or saturation. Save your changes as a .TIFF file with no layers. You need to save it in the DATA folder, which is inside Halo Custom Edition's installation folder where the HEK and TAGS folders are.

Save it inside the folders Data\Spartan314\bitmaps\

Now open CMD and navigate to your Halo CE directory (or copy/paste CMD into Halo CE's directory for a simpler experience.). Type the command

Tool bitmaps spartan314\bitmaps

It should compile them and place them in TAGS\spartan314\bitmaps.

Go back to the shader tag, and click the [...] button next to the bitmap reference. Navigate to the folder TAGS\Spartan314\bitmaps and select the bitmap tag we just created.

Underneath the basemap reference is a multipurpose map. The description in Guerilla is for stock xbox halo, and was modified for the PC port by Gearbox. The channels are Red for Detail, Blue for Reflection, Green for Self Illumination.

WHOA, what does that mean? In GIMP look at the channels tab of the image. There should be a red blue and green, each monochrome. These represent how much red/green/blue go into the color. By reading each channel as a separate, monochrome bitmap we can modify 3 functions with one bitmap, saving space in the mapfile. So the amount of white (brightness) in each channel determines the corresponding amount and intensity of detail map, cubemap and reflection, or self illumination that is applied to that section of the bitmap.

Reflections are the combination of a cubemap and highlights which makes an object seem shiny. Details are a smaller bitmap applied to give the appearance of finer details that would blur in the stock bitmap. Self Illumination makes parts of the weapon display at full brightness even in dark areas of the map, giving the appearance that they glow. It's used on covenant weapons and the green button of the AR, as well as some areas of the Master Chief's armor.

Now while still in the shader tag, look at the Detail Map. This is a (usually monochrome) texture that is applied overtop the base map. It's to add detail like scruff or scratches, but if there's color that will be applied as well.

At the bottom of the shader tag is a cubemap reference, as well as data for reflection properties. This controls how shiny an object is, and the cubemap is a 6-sided bitmap that simulates reflections on shiny surfaces by displaying and rotating which side of the "cube" is displayed based on the position between the player and the reflective surface.

That's enough info to get you started and moving. Post back or PM me if you need more help!


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