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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Making a Custom Bitmap

Author Topic: Making a Custom Bitmap (5 messages, Page 1 of 1)
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CorruptedHalo
Joined: May 18, 2009


Posted: Oct 17, 2009 01:38 PM    Msg. 1 of 5       
Now, I've asked this before, and I've gotten all the way up to the whole compiling process, but no one really told me how to.
So, I guess my question is, how do you compile a bitmap?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 17, 2009 02:52 PM    Msg. 2 of 5       
tool bitmaps "directory"


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Oct 17, 2009 03:03 PM    Msg. 3 of 5       
then make a new shader for it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 17, 2009 03:33 PM    Msg. 4 of 5       
Then apply the shader in the gbxmodel.


Hawk
Joined: Apr 29, 2007

my shotgun is autographed by Dick Cheney


Posted: Oct 17, 2009 04:07 PM    Msg. 5 of 5       
I found this tut a few months back, which should help you:
* note: I do not take any credit in the creation whatsoever for the tut... I only posted this to help you. ... copy/pasta :)


A simple tut to create shaders.

1) Save your images to the correct path that you want in your data folder.
2) Run bitmaps with tool. Command is: tool bitmaps folderlocation
3) Open up the newly created bitmap in guerilla. It will be in the same directory as your image but in the tags folder.
4? (not sure if this is required)) Under format, the second box down, select compressed with explicit alpha.
5) Save your bitmap.
6) Still in guerilla, go to file, new, and create a new shader of the type you want. (.shader_enviroment for your map).
7) Under the second box down, select the type of material you want (the physics properties box).
8) Scroll down a bit to "diffuse properties" and under "base map" click on the ... and select your recently created bitmap file.
9) Save your shader.

Notes:
a) This is a way to create simple shaders. More advanced methods can be used to make them look a lot better
b) Your material name in (g)max must be EXACTLY the same as your shader name.
c) For the above reason, I recommend creating your shaders before you build your map. That way, you know something is wrong if tool gives you a message about your shaders. If no message is given, they are set up properly.
d) Your shader(s) do not need to be in your map folder. The HEK will automatically find the shader no matter what folder it is in aslong as it is in your tags folder.

 

 
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