Custom Scenery Texturing?

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Armoured-Fury





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Custom Scenery Texturing?

Post by Armoured-Fury »

Ok i REALLY need help with this one guys... I've basicly learned how to make maps and get them in game for da first time after a few weeks of trying! Lol... BUT my problem is i'm tired of being restricted by the test/ tutorial base texture and the textures that come with it.

I have models for scenery that i need to put into my map BUT i need to use the stone/ cliff wall texture. I know that you have to put the .TIF file into the bitmaps folder of your map project but that's all i know.. I know that you have to use Tool/ Guerilla to make shaders for it and make the tags also but what do i need to do to make the shaders/ Tags for my scenery?

Also, when using multiple textures for different parts of scenery do you have to use multi-sub-object or standard?

OH.. And also i've noticed that none of the weaponry or vehicles i place down in Sapien don't appear in game.. I use the team index, game type and so on but they simply don't appear in my game, any idea why?

Many thanks

A. Fury
SuperSunny





Posts: 231
Joined: Sat Jan 17, 2004 9:41 pm

Post by SuperSunny »

You can use Multisub Objects. Basically, for the material name, you type in the correct shader.

If you want to use a cliff texture or shader already in Halo, just type in that shaders name in the Material Name box in Max, select that bitmap from the data folder (if you want to UV Map it correctly), and fix it up
Creator of Cel-Shaded BG...
Armoured-Fury





Posts: 176
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Ok...

Post by Armoured-Fury »

So how come i get this when i try to compile an object

"Please select a shader:" Wud it help if i maybe put the bitmap into the tutorial folder...?

A. Fury
SuperSunny





Posts: 231
Joined: Sat Jan 17, 2004 9:41 pm

Post by SuperSunny »

Nonono, it doesn't matter where the bitmap is, or where the shader is. When compiling, the game searches through the whole Tags folder for a shader file that has the same material name as yours. You have to create a shader with the same material name as yours.

This confuses a lot of people, I've noticed.
Creator of Cel-Shaded BG...
Armoured-Fury





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Lol...

Post by Armoured-Fury »

But what if my object has different materials to it.. That would mean i'd have to create different shaders, right...?

I'm so confused.com !!! I just wanna use a different ground map for creating my maps.. Do u have messanger so u cud help me that way maybe?

A. Fury
SuperSunny





Posts: 231
Joined: Sat Jan 17, 2004 9:41 pm

Post by SuperSunny »

I'll help you out as soon as I get time.

SN = SunnyIsSoDelight
Creator of Cel-Shaded BG...
Armoured-Fury





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Ummmmm...

Post by Armoured-Fury »

Everything went through ok BUT when i put the model into Sapien it's GREY? And i am SURE that is NOT right..? Using soft rock face...

A. Fury
SuperSunny





Posts: 231
Joined: Sat Jan 17, 2004 9:41 pm

Post by SuperSunny »

Well, you probably didn't apply the proper material name in Max. It's the shader file's name you gotta type in, such as beavercreak_cliffs.shader_environment (but you leave out the .shader_environment). If you created a new shader, you gotta edit that shader in Guerilla and select your bitmap as the base map.

Lemme give you a picture example.

Image
Image
Creator of Cel-Shaded BG...
Armoured-Fury





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Oh....

Post by Armoured-Fury »

Oh.. I was typing in the name of the actual .TIF file not the shader, lol... Stupid me :cry:

A. Fury

P.s ummmm just looked but i can't find the shaders any where..?
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