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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How Do I Use A Different Ground Other Than Example_Tutorial_Ground.tif

Author Topic: How Do I Use A Different Ground Other Than Example_Tutorial_Ground.tif (4 messages, Page 1 of 1)
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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: TheOnlySkiff69
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?


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

 

 
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