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rododo93

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  1. Basically, that's how it should work It takes as input the number of frames you want the particle to last (the game runs at 30 fps), the actual particle bitmap (in shades of grey) and a gradient bitmap used by later Halo engines to dinamically render the particle (it contains informations about how does every pixel of the first bitmap fade as time passes according to its original color). When rendering the particle, the plugin should copy paste the particle bitmap horizontally as many times as the frames needed, then in every frame it checks the R value of a pixel and then, according to it, it changes its color according to the algorithm I've designed; basically, a curves+ that uses different curves according to the frame it is rendering.
  2. Hi guys! It's my first time posting here, so forgive me if I make some obvious errors or wrong assumptions. Now, my real question: I mod Halo CE (the game for PC) a lot, and I love to use its nice and easy editing kit to make beautiful effects. To do that, however, I need to pre-render some particles. I've understood the process used by later Halo games to render them, and I know how to make an algorithm to achieve that (but I don't know how to turn it into code yet). Basically it takes 2 images as input: the actual particle bitmap from which it should start, and then it copy-pastes the bitmap as many times as needed, making it fade every frame according to the gradient bitmap. Problem is: I don't know where to start. I know C++ and C (but not C#, which is a problem), so may somebody redirect me to the right places where to start looking for code? CodeLab can't help me here, and I couldn't find any source code for the only plugin I have ever seen taking external images as input (I'm talking about the Alpha Mask one).
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