If you're referring to the PP itself, that's through normal bitmapping.Flaming Bunnies wrote:if you look below the pretty picture there are words that tell you how to do it.{DKW}Drk wrote:how did you make the (not the icon) the plasma pistol gold? O.o
A note about "Override Icon color".
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Re: A note about "Override Icon color".
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Re: A note about "Override Icon color".
oh wow, I just failed.
kiddten, on most things nowadays wrote:no
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Re: A note about "Override Icon color".
2310: indeed, but not only that! A thing i usually do is messing with cubemaps too!
for instance, in this shader i used characters\cyborg\bitmaps\cubemap mirror surface instead of PP's original cubemap.
Its peculiarity is that it gives a gold-ish feel to what it's applied to, since it's a yellow cubemap. <_< (it's the same one used on cyborgs' visors.)
Anyway look, for those of you who don't know:

this is the inside of a soso tag. The bitm's in it are arranged in this order:
1. main bitmap - the first bitmap that will appear when you use this soso.
2. multipurpose bitmap - this affects how the light behaves when hitting this bitmap, in what places the cubemap is more visible, and other purposes too! such as color changing in banshees and cyborgs!
3. detail bitmap. - when selected, applies a layer of this bitmap all over the shader. Examples of this can be found in vehicles and terrain shaders. (but terrain shaders are senv's! so you might want to check them out)
4. cubemap. - a cubemap is a special kind of bitmap. It has six instances, usually 64x64 pixels wide, that the game reads as cube faces. When applied on a shader, the cube is "projected" onto the shader as if it would reflect what is painted on the cubemap cube faces.
All soso's have these four dependencies. Even if nulled out they can be activated again. so, yeah!
If you start messing with these tags and learn how they work you people will make great things! ^_^
for instance, in this shader i used characters\cyborg\bitmaps\cubemap mirror surface instead of PP's original cubemap.
Its peculiarity is that it gives a gold-ish feel to what it's applied to, since it's a yellow cubemap. <_< (it's the same one used on cyborgs' visors.)
Anyway look, for those of you who don't know:
this is the inside of a soso tag. The bitm's in it are arranged in this order:
1. main bitmap - the first bitmap that will appear when you use this soso.
2. multipurpose bitmap - this affects how the light behaves when hitting this bitmap, in what places the cubemap is more visible, and other purposes too! such as color changing in banshees and cyborgs!
3. detail bitmap. - when selected, applies a layer of this bitmap all over the shader. Examples of this can be found in vehicles and terrain shaders. (but terrain shaders are senv's! so you might want to check them out)
4. cubemap. - a cubemap is a special kind of bitmap. It has six instances, usually 64x64 pixels wide, that the game reads as cube faces. When applied on a shader, the cube is "projected" onto the shader as if it would reflect what is painted on the cubemap cube faces.
All soso's have these four dependencies. Even if nulled out they can be activated again. so, yeah!
If you start messing with these tags and learn how they work you people will make great things! ^_^
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