
Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Mar 18, 2011 12:52 AM
Msg. 1 of 7
Can I make a BSP, assigning my material ID's to the parts I want. But not put a texture in Max, but rather export it into a structure_bsp and then assign textures by using shaders and bitmaps in Guerilla? Not having put textures while in Max?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 18, 2011 02:39 AM
Msg. 2 of 7
i dont see why you would even what to try that. make life easier for yourself and add the textures in max/gmax. run tool bitmaps fix any that need fixed,and export. create your shader/shaders,edit the scenario etc. then do what needs done in sapien,compile your map.
Edited by ally on Mar 18, 2011 at 02:39 AM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Mar 18, 2011 02:56 AM
Msg. 3 of 7
In short that means no. Sorry.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 18, 2011 12:05 PM
Msg. 4 of 7
Yes, you can, but then you wouldn't be able to fix any errors that may appear (e.g. bitmap uvw errors), plus, why would you want to? Edited by XlzQwerty1 on Mar 18, 2011 at 12:05 PM
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Mar 19, 2011 02:49 PM
Msg. 5 of 7
So, I could, but if there were any errors with faces or something, I wouldn't be able to fix that? Why not?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 19, 2011 02:56 PM
Msg. 6 of 7
You would not be able to see how and where the bitmaps are uvw'd to which faces.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Mar 19, 2011 02:57 PM
Msg. 7 of 7
Quote: --- Original message by: Maniac1000 You would not be able to see how and where the bitmaps are uvw'd to which faces. Oh ok so I should definitely do the way that you'r supposed do it. Ok thanks.
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