snow bitmap
snow bitmap
Think of this as a little contest. There will be two catagorys, cliffs and ground. I need these for my first posted halo 2 vista map. I will be using the best in my map because i suck at making bitmaps. The people who's bitmaps i choose will have their names in the credits of the map. please have some by september 3 at noon pacific time or by september 3 at 3 oclock eastern time. The bitmaps i would prefer to be the highest quality but if no one helps then i will just choose the best or create my own.(P.S. if i create my own then the map will suck horribly.)
- ninja modder
- Posts: 380
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- StalkingGrunt911
- Posts: 3618
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lultural, I prefer though to be a bit more realistic

Taken from the real ground, for the ground. As for the cliffs

Took 'bout 5-6 minutes to draw freehand in ms paint. Anyway, sorted.

Taken from the real ground, for the ground. As for the cliffs

Took 'bout 5-6 minutes to draw freehand in ms paint. Anyway, sorted.
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
- Cryticfarm
- Posts: 3611
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in 3ds max, your sub-material should be named like so:
mylev cliff
where,
Go to tags/scenarios/shaders, and open shader_collections.shader_collections in notepad. Add a new entry at the bottom for your map, like the one I used for Frostbite.
; ========== frostbite shaders
frostbite scenarios\multi\frostbite\shaders
The first line is just a comment, but the second line of it is how the engine finds your shaders. On the left, you see the word "frostbite". This is the name of the shader collection, and corresponds to the first word in your sub-materials name (ie mylev). The path after it tells the engine where in the tag structure to find the shaders in this collection. I chose to put all my shaders with my scenario. Once you've added in the correct entry, all you need to do is actually create the shaders in Guerilla. The help guide has basic info on doing this, but you will need to keep playing with it on your own afterwards. You're most likely not going to pick up shader creation skills in 10 minutes. All good things take time.
mylev cliff
where,
- "mylev" is the name of your shader collection (I'll talk about that in a sec)
- and where "cliff" refers to a shader name
Go to tags/scenarios/shaders, and open shader_collections.shader_collections in notepad. Add a new entry at the bottom for your map, like the one I used for Frostbite.
; ========== frostbite shaders
frostbite scenarios\multi\frostbite\shaders
The first line is just a comment, but the second line of it is how the engine finds your shaders. On the left, you see the word "frostbite". This is the name of the shader collection, and corresponds to the first word in your sub-materials name (ie mylev). The path after it tells the engine where in the tag structure to find the shaders in this collection. I chose to put all my shaders with my scenario. Once you've added in the correct entry, all you need to do is actually create the shaders in Guerilla. The help guide has basic info on doing this, but you will need to keep playing with it on your own afterwards. You're most likely not going to pick up shader creation skills in 10 minutes. All good things take time.