A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Shader symbols with scenery?

Author Topic: Shader symbols with scenery? (7 messages, Page 1 of 1)
Moderators: Dennis

Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 25, 2008 05:56 PM    Msg. 1 of 7       
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=20545
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=20448
in 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 PM
Edited by Vick Jr on Aug 27, 2008 at 01:51 PM


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 26, 2008 08:00 PM    Msg. 2 of 7       
I did. I replaced the spaces with _s. No luck.

Also, I used to be able to use standard materials that aren't in multi sub objects. Now I can't, even for map BSPs. What gives? I used to have my sky and water for water planes and other stuff by themselves not in multi subs. Now they have to be? All that's changed i think is that I got max 9 free trial. I think it worked with max 8 and max 9 before.

If you know anything, or even if you don't, please take 5 seconds and reply!


kai5888
Joined: Jun 29, 2008

Start the revolution


Posted: Aug 26, 2008 08:07 PM    Msg. 3 of 7       
i always use "multi/sub object" for my maps/scenery.... even if its only 1 material...
i have 3ds MAX9 so i can't clarify... but i'd say try mulit-sub object


Advancebo
Joined: Jan 14, 2008


Posted: Aug 26, 2008 08:11 PM    Msg. 4 of 7       
its not cuz of the version u have. besides u need to have all of it in 1 multi/sub so the models dont get errors


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 26, 2008 08:18 PM    Msg. 5 of 7       
I can have it with more then one multi sub just not with standards but I swear i used to be able to. And can anyone shed some light on those shader symbols? Thank You!


kai5888
Joined: Jun 29, 2008

Start the revolution


Posted: Aug 26, 2008 08:19 PM    Msg. 6 of 7       
i think the light is in the HEK tutorials....

should have come with HEK


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 26, 2008 08:47 PM    Msg. 7 of 7       
"The following table shows the list of special material names in Halo. These material names are hard-coded in the tools and game to be recognized as having specific or unique functionality.
These texture names should NOT be used or applied unless it is for the specific function for which they are designed. No data tags (.bitmap, .shader_environment, etc...) should use the name of a Special Material."

Hard coded eh? Then why does it want to make a new shader when I add them?


EDIT: I finally made it two sided by making to opposite facing coplanar surfaces that line up exactly. Well, actually I copied the element from an imported c10_outer converted BSP file. The "!" worked earlier today when I made a map with water. It just doesn't work with scenery. WTF? And yet the 2 coplanar surfaces are just fine. But the scenery still wont show up in sapien. What should I set the bounding radiuses to?

The error that tool gives which I think is it not likeing standard materials is (lets see if i can copy and paist from command prompt. no can't)...

"EXCEPTION halt in .\intermediate_geometry.c #444: triangle->material_index>=0 && triangle->material_index<old_material_count"

Yes i did search for this error in moddercentral or whatever it it.
Edited by Vick Jr on Aug 26, 2008 at 08:54 PM
Edited by Vick Jr on Aug 27, 2008 at 01:47 PM

EDIT: Hmmm.. Maye shader syold and secial shader names are only aplicable to the collision model. If you want something to be render only, you only include it in the model model not the collision model. and if you want physics only, or portals or anything, you only include it in the physics. I haven't tested this theory ut it's y est one so far
Edited by Vick Jr on Aug 27, 2008 at 07:48 PM

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 3:34 AM 141 ms.
A Halo Maps Website