
Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Jun 7, 2010 06:29 PM
Msg. 2 of 4
You need to make a shader for the white parts. In guerilla, make a new shader_environment refer to the texture .bitmap in the basemap slot in the shader. save as same name as .bitmap .shader_environment save it in data/wherever your models folder is/shaders
|

Scorp
Joined: Apr 30, 2010
Pendelum
|
Posted: Jun 7, 2010 10:41 PM
Msg. 3 of 4
im using the default bitmaps from dangercanyon and tutorial map, also i set the cliff Id bitmap ID to 1 but on the model i have to set it to 4 to work
|

CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
|
Posted: Jun 11, 2010 07:25 PM
Msg. 4 of 4
You need to not only make a shader with the same name as your bitmap, but you also have to make a shader for every bitmap you use in your map. On top of that, you need to put all those shaders in the same folder in the tags directory as your map. Ideally, you'd put the shaders in a folder labeled 'shaders', the bitmaps in 'bitmaps', and so on.
Like those above me said, double check your shaders. Anything in guerilla that is in red text is a missing reference, so you have to manually change it to whatever it needs to be.
|