Hello fellow mappers!
Today I present you with a new problem, which has been probably unheard of.....probably.
Anywhoo, I will cut to the chase, basically. I ripped a halo 4 bsp along with all of it's textures using adjutant. I have fixed around 172 of the 189 materials however there is a specific brand of materials which I cannot fix... Unfortunately I am not aware of the shader/materials technological name, but within the multisub object slots they are named as composite maps.
The first problem I have with meshes which utilize composite shaders/maps instead of standard diffuse maps is they don't show correctly within the view port or render. This problem I think can be solved by changing certain things within the composite shader but I have no idea what does what and why.
The second and most severe problem I have is, I am 100% sure halo won't compile composite shadsers which use those special maps,
I am speculating here but they maybe a mix of blended RBG data which is incorporated into the main diffuse maps alpha e.t.c
So I was wondering if it is possible to combine a composite map to create 1 diffuse texture from all of the separate elements within photoshop or gimp.
I can't stress how problematic this dilemma is, until now I have either deleted the composite shaders and replaced them with standard shaders using the main diffuse texture from the composite shader or I have deleted the whole thing entirely.
But, I have come across one main texture which covers the floor mesh of the map I am porting, this texture instead of using 1 main diffuse map and a few separate other detail maps on the alpha of the main map.
Instead utilizes a blend or composite map as the main texture, and I am guessing roughly on the RGB and alpha channels uses, a suite of detailed textures such as grass, sand and pebble to blend all the maps together.
I basically, want to fuse the maps together into one diffuse layer so it can be used within a standard material shader.
As seen above is the composite texture map which covers the entire floor.
I have also included a link to the models and textures I am trying to fix so they will compile too!
http://www.mediafire.com/download/mrtz2ddoo7goq4w/cex_bc_composite_models.7z
Lastly, I am aware of R39sniper's composite map tutorial which demonstrates how to set up a biped and it's materials to render nicely within the mental ray and scan-line render-er, but the video blacks out quite often and the tutorial is geared more to setting up materials for a nice render rather than making them compilable.
However, I would appreciate any help with this matter, especially from maniac1000, waffles or r93 sniper!
To put it into context, I want the composite maps to be compilable within halo instead of just 3dsmax, a helpful video or thread tutorial or reply would be extremley helpful with the portation of cex_battle_canyon.
Thank you for reading, and hopefully helping too!
Edited by SS Flanker on Sep 20, 2014 at 10:00 AM