
Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 19, 2008 02:31 PM
Msg. 1 of 1
OK. To apply materials to a map... 1: create the map geometry. assign unique material id to sections that will have different materials 2: create multi sub object material with sub materials. 3: make sub materials have IDs corresponding to what the material for the sections of the map are. 4: Name the materials according to the shader that will be applied to them using no spaces (a50 cliff_inner would be a50_cliff_inner). 5: use previously extracted base bitmaps of the shaders. (Used halo bitmap extractor to extract the base bitmap of each shader to the bitmap directory of the same map the shader is it). 5: make sure all material have the "show map in view port" checked. 6: select the entire map using "element" or "face" or "polygon" selection, and click "apply material to selection" for the entire multi sub object. 7: when clicking on a surface with a material applied, in the "materials" section, it will say which ID is applied to it and what the name of that material with that ID is. 8: Each section of the map should now have the correct materials applied to it. using the UVW map modifier, each can be mapped individually separate from the others.
But mine doesn't work like that.
When I apply the multi sub object, the entire map uses only one of the textures and I cant change it. The entire map gets changed to have one ID (that isn't even an ID in the multi sub object" with name "No-Name".
WTF? I have multi sub objects. But using standard materials on a single object/element whatever will map them all at the same time in the same way and it's hard to change them.
Also, is there more to shaders then I'm getting. In another map which did have working standard materials, I named the shaders the same name as I saw in the "shaders" directory in the map, but used bitmaps I had extracted into a completely different directory outside halo ce. (they still had the original names. Does the bitmaps you use in 3ds max and their names or directories affect tool compilation and final shaders applied? If so, exactly what bitmaps should I use?
One more thing, is it possible to use weather and environment sound in areas that have no portals? If so, how? And when making portals, could one just use boxes with the appropriate portal materials applied to them and have them contain different areas of the map? Like just put a box around a room with the normals facing in and having a +portal or +exact portal material applied and it would work?
Thank you! Edited by Vick Jr on Jul 19, 2008 at 02:35 PM Edited by Vick Jr on Jul 19, 2008 at 02:36 PM
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