C'mon only 5 of the 47 people who have seen this know anything about shaders?!
I know more people then that can make scenery and use materials.
Hi, you may have seen one of my other 2 topics...
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=20545http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=20448in which I explained I was trying to convert one of c10s bsps to be used in max so i can isolate and extract some of the parts and make them into scenery. I've run into a number of problems, most material related. and here's another one...
I tried to make a scenery for one of those high up vines that hangs down. It's a simple, thin, long polygon with the c10 moss shader applied. However, knowing that it should be 2 sided and have no collision (I wasn't going to make a collision model anyway), i named it "c10 moss%", but when i put it through tool, it asked to make a new shader. c10 moss works perfectly fine. I tried it on my test scenery and got the same thing. It doesn't recognize the shader with any of those shader symbols applied.
But I know that it's possible to have shaders in scenery with those properties. I saw that someone made a ladder scenery, which would require % for 2 sides and ^ for climbable. I don't see how they did this. Is there some special trick? Please help!
Until then, I'll have to make 2 separate polygons with opposite normals in the same direction and it might be good enough.
BTW, with some of my scenery, if you say...look at it from far below, it dissapears. I think this has something to do with the bouinding \render radius. How do I know what to set these to? And why is my funguss dark in game and have no texture lighting animation? I'm useing the same shader.
Edited by Vick Jr on Aug 27, 2008 at 01:50 PMEdited by Vick Jr on Aug 27, 2008 at 01:51 PM