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Kael-Thas





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snow bitmap

Post by Kael-Thas »

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.)
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Tural




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Post by Tural »

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bibbit




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Post by bibbit »

^Best texture evar.
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Post by ninja modder »

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V0Lt4Ge




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Post by V0Lt4Ge »

I approve.
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Post by acezenitsu »

Total wyrd.
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Post by Argetlam »

I was bored so I threw one together in like 5 minutes.

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StalkingGrunt911




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Post by StalkingGrunt911 »

That ain't bad for 5 minutes but Tural's is just common sense. :wink:
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Prey




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Post by Prey »

lultural, I prefer though to be a bit more realistic
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Taken from the real ground, for the ground. As for the cliffs

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

Tural's is tilable.
Kael-Thas





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Post by Kael-Thas »

Yeah now that i've downloaded the bitmaps i just need to make shaders for them. how do i do that
:?: :?:
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conscars





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Post by conscars »

in 3ds max, your sub-material should be named like so:

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
When the game engine tries to put textures on your map, first it will look at the names of the sub-materials it finds. The "mylev," or whatever you want to name your shader collection, tells the game to look for shaders like the one named "cliff" located in that shader collection. How does the game find your shader collection? For that, you need to edit the shader_collections file:

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.
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