
renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jul 26, 2012 06:14 PM
Msg. 1 of 6
So I found this amazing website (especially this particular page), which is helping me figure out Halo modding a lot. But there's one thing I'm having trouble finding atm... That's how to define "hard light" materials in 3DS MAX/Gmax. (For example, hard light bridges in A30, the traffic signs in New Mombasa etc.) I know this is probably a simple and noobish question and I apologize for that, but how do I define it? What symbol(s) should I use? EDIT: Also, how (if possible) could I define how much damage breakable materials like glass can take before they break? Apparently, you can make it respawn, but...? Edited by renegade343 on Jul 26, 2012 at 06:23 PM
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ZX 707
Joined: Feb 15, 2012
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Posted: Jul 26, 2012 07:58 PM
Msg. 2 of 6
There is no symbol. Being able to walk on the bridge is done with a collision model. What you see is done with a shader_trasparent _chicago_extended in the gbxmodel tag.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jul 27, 2012 12:26 AM
Msg. 3 of 6
yes, you can use shader_transparent_chicago as a solid material, you just dont add the "!" at the end of the material name and make sure they are "sealed" like any other solid surface in you bsp, you can also use the "glow" property in the shader_environment just check the small text (tutorial) the tag itself has and check other shaders that use glowing effect as a reference, same things goes for the shader_transparent
however, i THINK that shader_transparent_chicago_EXTENDED can't be use in bsp, same goes for shader_transparent_plasma and meter... so watch out and of course... someone correct me if i'm wrong lol
good luck pal :D
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jul 27, 2012 01:22 AM
Msg. 4 of 6
Alright. Just for the records, what's the difference between shader-chicago, shader-shicago-extended, shader-plasma, meter and all those other materials?
Thank you!
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jul 27, 2012 01:35 AM
Msg. 5 of 6
Quote: --- Original message by: renegade343 Alright. Just for the records, what's the difference between shader-chicago, shader-shicago-extended, shader-plasma, meter and all those other materials?
Thank you! well, shader_transparent_chicago_extended is like the normal transparent_chicago but it allows you to add more "layers" of textures and masks in other words, more detailed effects shader_plasma are those used in mater chiefs and elite's energy shields shader_transparent_meter, well i never used this one before but i do know that it allows you to add meters like the name says, like the assault rifle's display, the warthog's speed display inside the vehicle, plasma pistols battery circle, plasma rifle overheat meter on it's left side, etc hope that helps ;D Edited by ChBgt909 on Jul 27, 2012 at 01:36 AM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jul 27, 2012 03:51 PM
Msg. 6 of 6
Quote: --- Original message by: wafflesQuote: --- Original message by: ChBgt909Quote: --- Original message by: renegade343 Alright. Just for the records, what's the difference between shader-chicago, shader-shicago-extended, shader-plasma, meter and all those other materials?
Thank you! well, shader_transparent_chicago_extended is like the normal transparent_chicago but it allows you to add more "layers" of textures and masks in other words, more detailed effects Nope, it was a shader primarily used in the xbox version. Think LOD's for shaders, the "extended" shader stuff consisted of 2 bitmaps in its own section as opposed to the normal 4 bitmaps in a regular chicago shader.shader_plasma are those used in mater chiefs and elite's energy shields Can only be used with the 3d bitmap type, the only one in stock halo is the shield plams a bitmaps in the elites character folder.shader_transparent_meter, well i never used this one before but i do know that it allows you to add meters like the name says, like the assault rifle's display, the warthog's speed display inside the vehicle, plasma pistols battery circle, plasma rifle overheat meter on it's left side, etc Strange shader imo, on the bitmaps side really, the rgb channels are monochrome black and white, and consists of the value information, while the alpha channel holds the actual mask. all bitmaps should be considered blended by "add" meaning white shows, black doesnt. Shader meters are basically what they are named after, "meters", can be used for anything in conjuntion with functions (lol)Edited by ChBgt909 on Jul 27, 2012 at 01:36 AM thx c:
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