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Author Topic: compilind multiple textured maps (4 messages, Page 1 of 1)
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abear777
Joined: Jun 22, 2009


Posted: Jul 5, 2009 12:38 AM    Msg. 1 of 4       
everything works when I only use one texture but iif I try to complie maps with more than one texture i get an open ending
i am using gmax
I export it with chimp in c:/program files/microsft games/halo custom edition/data/levels/hugeforest/models/hugeforest.jms

my input in cmd.exe:(hcprogramfiles...where cmd.exe is)>tool structure levels\hugeforest hugeforest

I get:please choose a shader for(mtrl) choose 1-9

enviornment
chicago
plasma
...

I pick the right one for every matirial but then it says "some shaders were not defined"and puts nothing in tags folder

http://www.youtube.com/watch?v=cpqtqRonEg4&feature=related

ps. i spelled compiling wrong in title
Edited by abear777 on Jul 5, 2009 at 12:40 AM


krispy1001
Joined: Jun 12, 2009

It Happens


Posted: Jul 5, 2009 01:39 AM    Msg. 2 of 4       
Hi abear777!

When you run the structure command and it asks you to choose a shadder. That tells you that you have not made a shadder for that texture yet.

The first thing to do go to your “tags directory and delete the shadder that the structure command made for your texture.

Next you need to make a bitmap for your “mtrl” texture. Run the bitmaps command in tool to create your bitmap for the mtrl texture.
Example: “tool bitmaps (path to your texture)

If your texture has an alpha channel you need to open the bitmap that was just created with Guerilla and change the bitmaps format to “compressed with explicit alpha” then save the bitmap. Next re-run bitmaps command in tool again. That will create your bitmap that is needed to make your shadder.

Next you need to make your shadder, open Guerilla click on new. A window will open, click on the drop down and choose your shadder type. After setting up your shadder save it in your shadder folder for you map.

I hope this helps you.

If you need more help let me know.

Thanks, krispy1001


abear777
Joined: Jun 22, 2009


Posted: Jul 6, 2009 08:01 PM    Msg. 3 of 4       
Quote: --- Original message by: krispy1001


Next you need to make a bitmap for your “mtrl” texture. Run the bitmaps command in tool to create your bitmap for the mtrl texture.
Example: “tool bitmaps (path to your texture)

If your texture has an alpha channel you need to open the bitmap that was just created with Guerilla and change the bitmaps format to “compressed with explicit alpha” then save the bitmap. Next re-run bitmaps command in tool again. That will create your bitmap that is needed to make your shadder.

Next you need to make your shadder, open Guerilla click on new. A window will open, click on the drop down and choose your shadder type. After setting up your shadder save it in your shadder folder for you map.

Thanks, krispy1001


EX: the path to the orininal cliff bitmap is
C:\Program Files\Microsoft Games\Halo Custom Edition\HEK\data\levels\test\infinity\bitmaps\infinity cliff.tif

its not in the tags folder

the only 2 paths to my map is C:\Program Files\Microsoft Games\Halo Custom Edition\HEK\data\levels\hugeforest\models\hugeforest.jms

C:\Program Files\Microsoft Games\Halo Custom Edition\HEK\data\levels\hugeforest\models\hugeforest.gmax

(.gmax is the not exported one .jms is exported)

there are no other folders in the folder for my map

how do i make them so that the programs reconize it as the right kind of folder?


krispy1001
Joined: Jun 12, 2009

It Happens


Posted: Jul 7, 2009 12:35 AM    Msg. 4 of 4       
Hey abear777

If you do not see a infinity clif.bitmap in the following path then you have not made .bitmap yet for the texture. Path: C:\program files\microsoft games\halo custom edition\hec\tags\levels\hugeforest\bitmaps

Before we get to how to make the .bitmap it might be a good idea to rename the infinity cliff.tif to infinity_cliff.tif. The reason is because some dos programs have trouble with the 255 ansi character.

Procedure for making .bitmap for infinity_cliff.tiff: Open a CMD window make sure that you change dir to the halo custom edition directory. Then type the following command: tool bitmaps levels\hugeforest\bitmaps and hit the enter key.

You will get a output that looks something like this if your .tif file has an alpha channel: !!WARNING!! bitmap with greater than 1-bit alpha being compressed as DXT! <==

If you get this error you will need to open Guerilla open your bitmap that was just created and change it format to: “compressed with explicit alpha” then save the bitmap and close Guerilla. Now re-run the same command that you used to create the bitmap. (tool bitmaps levels\hugeforest\bitmaps)
Your bitmap is made and ready for your shader to be made.

If your .tiff file did not have a alpha channel then you do not have to change the format. It is good the way it is. Now if you go and look in the path C:\program files\microsoft games\halo custom edition\hek\tags\levels\hugeforest\bitmaps you should see your infinity_cliff.bitmap.

I hope this helps If not I will make a tutorial on how to make a bitmap and shader from beginning to end for you.

Thanks, krispy1001

 

 
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