
Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 19, 2011 07:02 PM
Msg. 1 of 5
you have overlapping faces, this wont do. Import the window.wrl into max/gmax and fix the orange marked parts.
the 2nd one means that the tiff is not where you are telling tool to look for it.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Feb 19, 2011 07:49 PM
Msg. 2 of 5
it needs to find the TIFF exactly were it is,so for example if you had it saved in your tags folder in another called bitmaps,then you would add it from the bitmaps folder were the TIFF is. it's like starting up your musicplayer to a certain track that you like,now if yourve moved your track,then your musicplayer can not find it...cause it's looking in the original location. Edited by ally on Feb 19, 2011 at 07:49 PM
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Feb 20, 2011 07:08 PM
Msg. 4 of 5
Every model put in to halo requires shaders, whether a weapon, vehicle, scenery, or bsp. They don't have to be good, they just have to exist.
1) Open Guerilla 2) Click the File menu, then New Tag 3) Press the "S" key until the box says "Shader_Environment" 4) Once your new tag is opened, change the material type to suit your bitmap 5) Scroll down until you see "base map"(It's listed under diffuse properties) 6) Click the browse button next to base map, then find and select the bitmap used in your map 7) Save it wharever you want it, just be sure to name it the same thing that you named your material in max.
Hope this helps you.
Also, you have to use "Shader_Environment" for BSPs but you want to use "shader_model" for gbxmodels. Edited by rerout343 on Feb 20, 2011 at 07:08 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Feb 20, 2011 07:18 PM
Msg. 5 of 5
The name given to the material in max/gmax should match the name of the shader that you want to use.
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