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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »About material editor and sapien...

Author Topic: About material editor and sapien... (9 messages, Page 1 of 1)
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xXDRAGONXx
Joined: Dec 9, 2007

He who dares, wins.


Posted: Dec 31, 2007 12:21 PM    Msg. 1 of 9       
OK so when I texture a model with material editor in 3ds max I get confused with it because I export the textured model (no errors happen when compiling with tool or anything) then after creating the scenery with guerilla I open the model in sapien, the model don't got the texture when it's there... so what is wrong here?


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 1, 2008 07:36 PM    Msg. 2 of 9       
shader has bitmap linked in it?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 1, 2008 09:03 PM    Msg. 3 of 9       
i dont think he knows u need to make a new shader.environment for every bitmap used, and link to that bitmap in the diffuse properties/base map part of the shader. and save the shaders in a folder named shaders (u need to make that folder) in tags/levels/name


so tags/levels/name/shaders

oh yea name ur shaders the same name as the bitmap in the base map spot.


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 1, 2008 11:57 PM    Msg. 4 of 9       
Example: here's a shader tag (shader model, but it's a shader and needs a bitmap)


if your shader is for bsp, it's a shader environment, and needs to be formatted with explicit alpha:


xXDRAGONXx
Joined: Dec 9, 2007

He who dares, wins.


Posted: Jan 2, 2008 09:22 AM    Msg. 5 of 9       
OK I'll do that, but I was following one of the custom scenery tutorials in Ghost's tutorial source website, here's the link to the video tutorial.

http://hce.halomaps.org/index.cfm?PG=3&fid=1062

I don't see the guy creating a bitmaps folder, he only creates the model and the collision model for the custom scenery. Do you still have to create the bitmaps folder for making custom scenery?


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 2, 2008 03:15 PM    Msg. 6 of 9       
shader_model for models (scenery). I'm a little less familiar, but I've seen that shader_model bitmaps stay at "color-key transparency"


xXDRAGONXx
Joined: Dec 9, 2007

He who dares, wins.


Posted: Jan 3, 2008 06:57 PM    Msg. 7 of 9       
OK thanks, I have one more question:

When I get errors in tool and when I import the .wrl file into the model in 3ds max, how do I fix the problems, do I merge the .wrl file into the model?


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 3, 2008 11:42 PM    Msg. 8 of 9       
3ds? File->Import...
change file type to VRML or whatever it is that has the .wrl type
and in the CE folder you find the .wrl files, debug.wrl or your_thing's_name.wrl

What I do after import is select one of the wrl objects, and pivot around it and zoom in to find the problem, and the best angle for fixing it. Might need to hide faces on your weapon.
Sometimes, it helps to collapse the error geometry into 1 object, and weld verts to 0.1, so you can select and hide/delete in Element mode (verts, edges, faces, poly, element)


xXDRAGONXx
Joined: Dec 9, 2007

He who dares, wins.


Posted: Jan 6, 2008 09:38 AM    Msg. 9 of 9       
OK thanks a lot ppl, this info helped

 

 
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