Halo 2 Compass Shader [Tutorial + Shader Download]
Posted: Tue Jun 09, 2009 9:27 pm
Halo 2 Compass Shader
I recently discovered the secret to creating a compass shader for Halo 2. Thanks to the help of DemonicSandwich, I figured out the simple changes that had to be made to a widely used Shader.
This is how I went about discovering this. (For all who care)
I first used Entity 2.1.3 With default plug-ins and duplicated the shader I renamed it to
Along with that I duplicated I renamed that to
Side note: I tried many versions of Entity, 2.1.3 has to be THE BEST one I have ever used! It's pretty cool, I like the layout, color style, and the features.
I relinked the bitmaps, and opened the shader in the meta editor. I set it to show Invisibles, scrolled down to the "Shader Effects" and changed the position to the SID "compass" and the next SID input (labeled "Unknown") to "primary_ammunition_ones" then saved it.
I injected the bitmaps in this order (This is for a 10-chunk bitmap)
0 north
1 northwest
2 west
3 southwest
4 south
5 southeast
6 southeast
7 east
8 northeast
9 northeast
Pictures
Side Note: When I inject with a 8 chunk bitmap, when I turn west the pointer goes north west then jumps to east. So i might update this later with only 8 chunks, but for now It will have ten, it performs the same.
Well, that wraps it up. Enjoy!
Credit
DemonicSandwich for telling me about the SID "compass" and how he used it in a ammo counter shader
DarkShallFall for discovering the SID "compass"
I recently discovered the secret to creating a compass shader for Halo 2. Thanks to the help of DemonicSandwich, I figured out the simple changes that had to be made to a widely used Shader.
This is how I went about discovering this. (For all who care)
Well, It really is THAT simple.DemonicSandwich wrote:...a while back and pointed out that the SID "compass" reacted to the maps local North.
I just edited one of those ammo counter shaders to use it.
I first used Entity 2.1.3 With default plug-ins and duplicated the shader
Code: Select all
objects\weapons\rifle\battle_rifle\shaders\ones
Code: Select all
objects\multi\compass\shaders\compass
Code: Select all
objects\weapons\rifle\battle_rifle\bitmaps\number_pad
Code: Select all
objects\multi\compass\bitmaps\compass_pointers
I relinked the bitmaps, and opened the shader in the meta editor. I set it to show Invisibles, scrolled down to the "Shader Effects" and changed the position to the SID "compass" and the next SID input (labeled "Unknown") to "primary_ammunition_ones" then saved it.
I injected the bitmaps in this order (This is for a 10-chunk bitmap)
0 north
1 northwest
2 west
3 southwest
4 south
5 southeast
6 southeast
7 east
8 northeast
9 northeast
Pictures
Side Note: When I inject with a 8 chunk bitmap, when I turn west the pointer goes north west then jumps to east. So i might update this later with only 8 chunks, but for now It will have ten, it performs the same.
Well, that wraps it up. Enjoy!
Credit
DemonicSandwich for telling me about the SID "compass" and how he used it in a ammo counter shader
DarkShallFall for discovering the SID "compass"