
wireddragon93
Joined: Sep 21, 2008
Me Is R Back ! xfire: wireddragon93
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Posted: Aug 2, 2011 07:20 PM
Msg. 1 of 8
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Aug 2, 2011 07:36 PM
Msg. 2 of 8
You need to make shaders for the map. In guerilla, make a new shader_environment, apply the correct bitmap in the "base map" slot. Name the shader the exact name that the material in max/gmax is named. Re structure and re lightmaps.
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wireddragon93
Joined: Sep 21, 2008
Me Is R Back ! xfire: wireddragon93
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Posted: Aug 4, 2011 01:53 AM
Msg. 3 of 8
Maniac, is named after the ground I used or the name of the map?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 4, 2011 02:06 PM
Msg. 4 of 8
The ground you use. Specifically, the name of the .shader_environment tag that you will use.
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wireddragon93
Joined: Sep 21, 2008
Me Is R Back ! xfire: wireddragon93
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Posted: Aug 4, 2011 05:38 PM
Msg. 5 of 8
I tried it but it just came up the same thing. I deleted everything to where as if I was barely exporting the map. I named it after the ground I used. When it came to using Sapien. It had the same results. I named it after the map. Sapien just didn't even load.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Aug 5, 2011 12:18 AM
Msg. 6 of 8
did you name the material in max/gmax?
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wireddragon93
Joined: Sep 21, 2008
Me Is R Back ! xfire: wireddragon93
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Posted: Aug 5, 2011 06:05 PM
Msg. 7 of 8
Yes I did rename the material. The one I used in Max is wd93_ground.tif . When I saved the shader I named it "wd93_ground.shader.environment"
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Georgespartan01
Joined: Nov 1, 2010
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Posted: Aug 5, 2011 07:58 PM
Msg. 8 of 8
I and Many of this forum, love the shader and bitmaps work. First compile your map with tool, while compiling tool will ask you about choosing the shader type of your materials. If you are creating a scenario use "shader.environment" if you are creating a model use "shader.model" after that, Open Photoshop, or paint or whatever image editor you have. And open all your image files that you used in 3ds max. Now you will adjust the image size to
512x512 or 1024x1024 or 2048x2048 etc....
Then... In Halo you always have to save the textures or images as "tiff", and save the images in your data folder of the Halo directory Example: C:\Program Files\Microsoft Games\Halo Custom Edition\data\levels\"your folder"\bitmaps
Create a "bitmaps" folder in your scenario folder, and save all images there.
Then go to Tool and write this tool bitmaps levels\"your folder"\bitmaps All bitmaps should be compiled.
Now open Guerilla, open your scenario.gbxmodel located in tags\levels\"your scenario name" Scroll down, and you will se the shaders, each shader have the name that you used in 3ds max Open them, and just browse the bitmap that you want.
Hope this thing helped.
P.D. Sorry about my english... I donīt speak it.
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