Help with Bitmaps, Shaders, Environments
Posted: Wed May 26, 2004 2:02 pm
I hope some experts can help me out...
Does anyone have a clear and consice explination on how to get your own bitmaps or the ones that come with HaloCE into a map and working properly without any 'please choose shader etc....' messages when 'tooling'...
And the directory structure setups in your source area (*.jms & *.map)and the 'tool.exe' processed file areas.
(As in step by step instructions for us HaloCE N00bs).
For Example basic steps to take (correct me if I'm wrong)...
Your source Stuff
C:\Program Files\Microsoft Games\Halo Custom Edition\data\levels\my_dir\my_map
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+----- \bitmaps (your source *.tif files)
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+----- \models (your *.map & *.jms files)
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+----- \scenery (not too sure what goes here)
Target directories are:
C:\Program Files\Microsoft Games\Halo Custom Edition\tags\levels\my_dir\my_map
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+--- \bitmaps (mapname_ground.bitmap) etc....
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+--- \shaders (mapname_ground.shader_environment) etc.. do you have to have a *.shader_something for every bitmap youre using in your map? if so, does the tool.exe bitmaps take care of everything and create the necessary *.shader_something files?
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+-- mapname.bitmap
mapname.scenario,
mapname.scenario_structure_bsp
Step 1 - Compile in your bitmaps
tool.exe bitmaps levels\my_dir\my_map\bitmaps
Step 2 - Create the map structure ?
tool.exe structure levels\my_dir\my_map bsp_name
Sometimes you get a warning about material # or bitmap # not being defined or something.. and asking you to choose what type of shader will be used (1 - 6 options?).
if I select say option 1 which I think is shader.environment and then re-run the tool.exe structure ..... it seems to create a file under
"C:\Program Files\Microsoft Games\Halo Custom Edition\tags\levels\my_dir with a name_bitmap.shader_environment" file, or something like that...
Where does this file go? Shouldnt tool.exe have put this shader in the right place? I'm assuming it goes in the:
C:\Program Files\Microsoft Games\Halo Custom Edition\tags\levels\my_dir_\my_map\shaders
** I'd like to know what are the rules in creating bitmaps in 3DS Max, naming rules etc.... This might be where I'm going wrong... It would help me if tool.exe would stop asking me what shaders are going to be used cos it cant figure out what's what (even though I ran the tool.exe bitmaps).
How do you get more than 2 bitmaps on a map without tool.exe complaining one wasy or another, just create a multi/subobject and fill it lots of #materials ? (being whatever custom bitmaps im using).
So after you've fought your way through getting the bitmaps working ok after compiling the level structure without tool.exe bitching.
The next step would be to run up guerilla open your my_level.scenario file and add in a SKY tag, multiplayer type and referencing on of the HaloCE *.sky files.
The next step would be to run up sapien, open your my_level.scenario, get into the sapien command prompt, and execute radiosity_quality 0 followed by a radiosity_start and when you get to the 0.0000 0.0000 0.0000 do a radiosity_save and then start going into your sapien hierachry menus and start placing objets (building your level).
Once you're happy with everything, save the scenario file and run:-
tool.exe build-cache-file levels\my_dir\my_map\scenario_name ???
This then compiles a working map file which you can then test under MP HaloCE.
Thats about it in a nutshell.. although there are many more steps... which would take all night to go into...
My main gripe is getting any bitmaps applied successfully without Tool.exe complaining no shaders have been defined....
So any help would be gratefully recieved as I've got a load of maps in my head.. waiting to be played...
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Kind Regards
.[bp].Lima14