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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Compiling Model and Shader Settings

Author Topic: Compiling Model and Shader Settings (3 messages, Page 1 of 1)
Moderators: Dennis

Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Mar 22, 2015 12:32 PM    Msg. 1 of 3       
Hi Guys,

This may seem like a noobish question coming from someone who has made several maps and has been doing it for several years...

When I create a scenery pieces I always get issues with shaders - ie the tool prompt to select a shader to apply.

Ok, I'm trying to make a plate of glass, so the material name in max is barrier#% (transparent and double-sided) - I want the 'glass' to have a shimmering, energy type of effect - I've duplicated the jackal shield.shader_transparent_chicago_extended shader and renamed it to barrier.shader_transparent_chicago_extended and replaced 2 of the 4 stage maps with my own simple semi-transparent bitmap.

So I have everything set, but when I try to compile the model I always get the tool prompt to select a shader to apply. If I remove #% from the material name in max it compiles - I assume without those properties in the shader. Why is this and what is the correct (best practice) for creating a scenery piece like this.

Please, please do not attempt to answer my question with perhaps and maybes - I would rather someone answer with a definitive answer based on their experience if its all the same to you. ;)


ZX 707
Joined: Feb 15, 2012


Posted: Mar 22, 2015 01:51 PM    Msg. 2 of 3       
You don't need to use the symbols for scenery/biped/vehicle models. The are only used for bsp and collision models.
Double sided can be done by checking a box in the shader_trasparent_chicago tag you are using and transparency can be changed by blending options in the tag or by altering your bitmap's alpha channel.


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Mar 26, 2015 10:22 AM    Msg. 3 of 3       
Thank you very much. Superb answers!

 

 
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