
TheOnlySkiff69
Joined: Oct 20, 2013
|
Posted: Nov 10, 2013 05:15 PM
Msg. 1 of 4
I download a custom ground off this website and yes it's a .tif the name is park_rock_mossy_dif.0.tif and I want to use it as my ground. I know how to get the ground setup in gmax and everything but when it comes to where I have to type:
tool bitmaps level\beginner\bitmap
in tool it comes up with choices 1 - 9. All I want to know is how to use a custom ground for a map. Edited by TheOnlySkiff69 on Nov 10, 2013 at 05:15 PM
|
|
|

OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
|
Posted: Nov 10, 2013 05:58 PM
Msg. 2 of 4
under data:
your .tif would go in levels\beginner\bitmaps
Tool wont give you 9 choices if you tell it to make a bitmap, it will either work or fail
Once you have a .bitmap under tags\levels\beginner\bitmaps, you'll need a to make a .shader_environment that uses it. (so that tool structure command doesn't give you the 9 choices)
Simply go to guerilla and make a new shader_environment, scroll down till you see a form called "base map" and point it to your new .bitmap file. Save it under tags\levels\beginner\shaders with a name you'll remember
Poof! done.
In 3DSmax(or Gmax, or... whatever you're using) name the material that you're using for the ground that name
I hope this helps!
P.S.:
It's really just
1) Make texture ---Save as .tif 2) Compile to bitmap 3) Make a shader that points to it 4) get tool to string it all together
And the material editor in 3DSmax must use the filename of the .shader_whatever to display a texture -ingame- Edited by OrangeJuice on Nov 10, 2013 at 06:05 PM
|
|
|

TheOnlySkiff69
Joined: Oct 20, 2013
|
Posted: Nov 10, 2013 06:17 PM
Msg. 3 of 4
Quote: --- Original message by: OrangeJuice
under data:
your .tif would go in levels\beginner\bitmaps
Tool wont give you 9 choices if you tell it to make a bitmap, it will either work or fail
Once you have a .bitmap under tags\levels\beginner\bitmaps, you'll need a to make a .shader_environment that uses it. (so that tool structure command doesn't give you the 9 choices)
Simply go to guerilla and make a new shader_environment, scroll down till you see a form called "base map" and point it to your new .bitmap file. Save it under tags\levels\beginner\shaders with a name you'll remember
Poof! done.
In 3DSmax(or Gmax, or... whatever you're using) name the material that you're using for the ground that name
I hope this helps!
P.S.:
It's really just
1) Make texture ---Save as .tif 2) Compile to bitmap 3) Make a shader that points to it 4) get tool to string it all together
And the material editor in 3DSmax must use the filename of the .shader_whatever to display a texture -ingame- Edited by OrangeJuice on Nov 10, 2013 at 06:05 PM Alright so I typed tool bitmaps levels\beginner\bitmaps and I got this and before you ask yes my Halo Custom Edition root directory is in my Program Files (x86) not Program Files: C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool bitmaps levels\b eginner\bitmaps Couldn't read map file './toolbeta.map' ### park_rock_mossy_dif.tif bitmap created: #256x#256, compressed with color-key transparency, 42K-bytes So what would I do from here?
|
|
|

nihao123456ftw
Joined: Mar 24, 2012
|
Posted: Nov 10, 2013 09:14 PM
Msg. 4 of 4
Quote: --- Original message by: TheOnlySkiff69Quote: --- Original message by: OrangeJuice
under data:
your .tif would go in levels\beginner\bitmaps
Tool wont give you 9 choices if you tell it to make a bitmap, it will either work or fail
Once you have a .bitmap under tags\levels\beginner\bitmaps, you'll need a to make a .shader_environment that uses it. (so that tool structure command doesn't give you the 9 choices)
Simply go to guerilla and make a new shader_environment, scroll down till you see a form called "base map" and point it to your new .bitmap file. Save it under tags\levels\beginner\shaders with a name you'll remember
Poof! done.
In 3DSmax(or Gmax, or... whatever you're using) name the material that you're using for the ground that name
I hope this helps!
P.S.:
It's really just
1) Make texture ---Save as .tif 2) Compile to bitmap 3) Make a shader that points to it 4) get tool to string it all together
And the material editor in 3DSmax must use the filename of the .shader_whatever to display a texture -ingame- Edited by OrangeJuice on Nov 10, 2013 at 06:05 PM Alright so I typed tool bitmaps levels\beginner\bitmaps and I got this and before you ask yes my Halo Custom Edition root directory is in my Program Files (x86) not Program Files: C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool bitmaps levels\b eginner\bitmaps Couldn't read map file './toolbeta.map' ### park_rock_mossy_dif.tif bitmap created: #256x#256, compressed with color-key transparency, 42K-bytes So what would I do from here? Nothing. You're done with the bitmap now Your new bitmap should be in C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\tags\beginner\bitmaps The shader for your new bitmap should be in C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\tags\beginner\shaders When you compile your bsp, tool will automatically search for your bitmap if the material name in gmax/3ds is the same as the shader's name Edited by nihao123456ftw on Nov 10, 2013 at 09:15 PM
|
|
|
| |
|
|
 |
|