
Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 10, 2011 12:04 AM
Msg. 1 of 15
Help, after import my scenery houses to my map, the houses dont have textures they only are white, ¿Why? Tool didn´t ask me to create shaders for models...
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 10, 2011 12:08 AM
Msg. 2 of 15
did you make shaders for it?
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 10, 2011 12:46 AM
Msg. 3 of 15
Emmm no :S i don´t know how to add shaders
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 10, 2011 01:05 AM
Msg. 4 of 15
Just think about this for a moment... 1)Shaders contain the textures/bitmaps for a model 2)You have no shaders
How is it going to apply any texture or coloration to the model...
Don't worry though shaders are easy. If you already have the bitmaps then just create a new shader, link the appropriate bitmap to it. Then open your gbxmodel, scroll down to the bottom and change the shaders there.
Also if you change the name of your textures in max to the name of your shaders, it will automatically apply them when the model is compiled in tool.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 11, 2011 05:39 AM
Msg. 5 of 15
Yeah, in your model, make sure you have a material applied with the name of the shader you want. For example, ID 1 could be named cheezburgers. Now you need to make a shaders called cheezburgers and make it have a bitmap. Then when you compile your stuff, it will have the shader and bitmap applied. 
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Jan 12, 2011 11:33 PM
Msg. 6 of 15
how to texture the house in max 1:select parts or the whole thing depending on how many different textures you want 2:cilck material editor(the ball icon on the top) 2:click standard. then multi\sub-object discard old material 3:click on the first material click the browse button next to diffuse select bitmap 4:browse for your .tif bitmap copy the name of your bitmap and cilck open 5: paste the name of your bitmap were it says map#1, click the little checkered board icon and then the (go to parent) the little ball with an arrow 6:do the same thing for material#25 7:cilck and drag at the same time on the material you just made to the part of the model that is selected (1)
and do the same thing if you want to add more textures then compile the bitmaps make your shader specify the bitmaps that you just compiled and your done :O and compile your model Edited by milkkookie on Jan 12, 2011 at 11:34 PM Edited by milkkookie on Jan 12, 2011 at 11:34 PM
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 13, 2011 04:17 PM
Msg. 7 of 15
¬¬ I know how to add textures or materials to my model, the only problem is ¿How I can compile bitmaps?
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Jan 13, 2011 05:36 PM
Msg. 8 of 15
Put them in the bitmaps folder under your data folder for your scenery, then in tool, type "tool bitmaps [directory for the bitmaps]"
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 13, 2011 06:32 PM
Msg. 9 of 15
Thanks, but now the problem is that the model have the saame white and ugly textures, I opened my .bitmap file in guerilla, and when i click the button "Show bitmap" The screen displays, but there is no image in the window. ¿I have to compile with a specific resolution?
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Jan 13, 2011 07:16 PM
Msg. 10 of 15
yes 512 by 512
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 13, 2011 07:29 PM
Msg. 11 of 15
Quote: --- Original message by: milkkookie yes 512 by 512 Actually you can make them with any power of two dimensions: 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 etc...
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 15, 2011 01:43 AM
Msg. 12 of 15
I compiled the Bitmaps! :S but the model still don´t have textures in the map
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Jan 15, 2011 04:25 AM
Msg. 13 of 15
Even after you compile your bitmaps, you still have to create your shaders.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 15, 2011 10:51 AM
Msg. 14 of 15
Quote: --- Original message by: rerout343Quote: --- Original message by: milkkookie yes 512 by 512 Actually you can make them with any power of two dimensions: 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 etc... Lol you totally pasted from one of my posts. 
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Jan 16, 2011 01:34 AM
Msg. 15 of 15
Ok... i create the shaders, and the model don´t have textures yet! :S
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