Question about shaders and .bitmaps...
Question about shaders and .bitmaps...
I am making a map in 3ds max 6 and I am using the sw_ice_cliff.tif. This shows up fine in 3ds max 6 but when I export it and view it in Sapien, it shows it as an egg white color, not the texture. Also, too.exe always asks me what shader I want to use for the textures then, when I choose, it says some shaders are not defined, how do I fix this?
Assuming the following:
your game directory is data\levels\my_level
and you have the bitmaps and models directories underneath the my_level directory...and all of your bitmaps are contained within the bitmaps directory
you need to do the following:
At your haloce root directory, at a command prompt, you need to type:
tool bitmaps levels\my_level\bitmaps
this command will build the directory structure in your tags directory and place the *.bitmap file in there.
Then you open Guerilla and go to File>New and in the dialogue box that appears, scroll down to shader-environment.
Then you need to set up the shader by selecing simple<something> under flags, then under diffused properties you need to select you base map. Do this by hitting the '...' next to the field and finding the *.bitmap file that was created (it should be under haloce\tags\levels\my_level\bitmaps) Then save the shader by creating a directory called "shaders" in your tags\levels\my_level folder. Save the shader with the same name as your bitmap
(eg. my_bitmap.bitmap > my_bitmap.shader-environment)
Now export your level by typing
tool structure levels\my_level my_level
your game directory is data\levels\my_level
and you have the bitmaps and models directories underneath the my_level directory...and all of your bitmaps are contained within the bitmaps directory
you need to do the following:
At your haloce root directory, at a command prompt, you need to type:
tool bitmaps levels\my_level\bitmaps
this command will build the directory structure in your tags directory and place the *.bitmap file in there.
Then you open Guerilla and go to File>New and in the dialogue box that appears, scroll down to shader-environment.
Then you need to set up the shader by selecing simple<something> under flags, then under diffused properties you need to select you base map. Do this by hitting the '...' next to the field and finding the *.bitmap file that was created (it should be under haloce\tags\levels\my_level\bitmaps) Then save the shader by creating a directory called "shaders" in your tags\levels\my_level folder. Save the shader with the same name as your bitmap
(eg. my_bitmap.bitmap > my_bitmap.shader-environment)
Now export your level by typing
tool structure levels\my_level my_level