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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »which shader do i choose

Author Topic: which shader do i choose (8 messages, Page 1 of 1)
Moderators: Dennis

SuperJustin321
Joined: Apr 9, 2010


Posted: Jul 7, 2010 06:46 PM    Msg. 1 of 8       
which shader do i choose it is just the ground texture

Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

E:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmaps levels\mossey\
bitmaps
Couldn't read map file './toolbeta.map'
### moss_thick.0.tif
bitmap created: #256x#256, compressed with color-key transparency, 42K-bytes

E:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmaps levels\mossey\
bitmaps
Couldn't read map file './toolbeta.map'
### moss_thick.0.tif
bitmap created: #256x#256, true-color, 341K-bytes

E:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels\mosse
y mossey
Couldn't read map file './toolbeta.map'
building intermediate geometry...
choose a type for the shader 'moss_thick.':
1. shader_environment
2. shader_model
3. shader_transparent_generic
4. shader_transparent_chicago
5. shader_transparent_chicago_extended
6. shader_transparent_water
7. shader_transparent_glass
8. shader_transparent_meter
9. shader_transparent_plasma
choice (1-9):


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 7, 2010 07:03 PM    Msg. 2 of 8       
1.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 7, 2010 08:29 PM    Msg. 3 of 8       
If it has anything to do with a bsp and map, then its 1. If it is scenery or a vehicle, it's 2. Those are the most common used shaders.


SuperJustin321
Joined: Apr 9, 2010


Posted: Jul 8, 2010 01:44 PM    Msg. 4 of 8       
the ground texture is still a white grey colour and not my texture


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 8, 2010 01:58 PM    Msg. 5 of 8       
Dude... get guru's tutorial making a map...
Tells you all about proper shader creation for your map.
Without creating shaders in guerrilla, your textures will not appear.
Go, search, now.


SuperJustin321
Joined: Apr 9, 2010


Posted: Jul 9, 2010 04:40 PM    Msg. 6 of 8       
but im using gmax and not autodesk but i think i can manage to convert it in to gmax there almost the same(right)

but can some one still try to find one for gmax it would be alot easier
Edited by SuperJustin321 on Jul 9, 2010 at 04:42 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 9, 2010 05:57 PM    Msg. 7 of 8       
In guerilla, open the SHADER (in the tags folder). Set the first BITMAP to be the bitmap you made.


Ghilli
Joined: Mar 28, 2010

<insert thoughtful quote here>


Posted: Jul 15, 2010 10:58 AM    Msg. 8 of 8       
Quote: --- Original message by: SuperJustin321

but im using gmax and not autodesk but i think i can manage to convert it in to gmax there almost the same(right)

but can some one still try to find one for gmax it would be alot easier
Edited by SuperJustin321 on Jul 9, 2010 at 04:42 PM


GMax and Autodesk are almost the same...the main difference is file exporting/importing options (Autodesk is a lot better) and the GUI on Autodesk is better.

I have Gmax and I was able to follow H Guru's tutorial perfectly. The only real difference is when u export. H Guru uses Bluestreak (i think), but if you have gmax you'll have to use Chimp 1.6.

Edit: Actually the tutorial I followed was Kirk's Map Guide. just quick search "kirk" on hce.halomaps.org, and Bluestreak is for Gmax, the 3DS Max exporter is called Blitzkrieg.
Edited by Ghilli on Jul 15, 2010 at 11:08 AM

 

 
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