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johnnyblaz20




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Post by johnnyblaz20 »

i'm having so much trouble with water, i get most of it but i cant get it to work. i'm wondering if someone can make a detailed tutorial?.?.
Or just a half-assed one, if you do it would be most appreciated. or atleast help me... starting from guerilla..
p.s. sorry for the subject i accidently hit submit before i was done making post....
BrainEater




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Post by BrainEater »

Well I can help you with that...

First in your level, define where your water is going to be. When I say this, I mean lower some of the areas where you want your water. In that area, make a plane from the Top View. When you have made the plane, move it towards the middle (so if its a circle lake, move the plane towards the middle, for all sides/ways.) So if your water's position is 10,10,10 (x-y-z), then move the plane at 5,5,5. Write or type the position used. (in this case, its 5,5,5.)

Now, name that plane +media. Many people believe this is the water. They are wrong. This is the fog that is displayed in water. Still, give the plane a material, the water shader (its at Halomaps.)"If you do not know what to do with the shader, read the next post." Compile with tool. Then open Guerilla and open your levels scenario_structure_bsp file. Scroll down to find something called: Water Definitions

Add it, then scroll down to find something called Height. Type in the position you typed/wrote down. (In this case, its 5,5,5.) This part only uses the Z coordinates, so type in 5. Save the scenario. Open Sapian and see if you have water. If you do, Congrats, if not, read the tutorial again, and see if you did everything right. If you cant seem to figure out the shaders, read the next post.
Last edited by BrainEater on Sun Sep 02, 2007 6:30 pm, edited 1 time in total.
BrainEater




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Post by BrainEater »

Save the shader you just downloaded into this location:

X:\Program Files\Microsoft Games\Halo 2 Map Editor\tags\scenarios\shaders

X: stands for your hard drives name. Go to that location, and make a new folder called multi.

Tool does not read this, you could name it anything you want, I just named it that. Inside this new folder, make another folder, named after your your level. (in this case, I am naming it hidden_wall)

Place the shader you just downloaded in this folder. Go back up to the three folders. (Being Forerunner, Multi, Solo) And open shader_collections.shader_collections with Notepad. Find something that looks like this.

Test Level Shaders
////////////////////////////////////////////////

Now copy this, and then paste it at the bottom of the file. Rename the top part to your levels name (Ill name it hidden_wall's shaders)

Please note that this does not go through tool, its just something for keeping it nice and straight.

Bellow the words you just copied, make up a name (ill make it hid_wal, for hidden_wall) Tab 2 times, and give the location of the folder. So type this in:

scenarios\shaders\multi\hidden_wall

So it should look like this:

Test Level Shaders
//////////////////////////////////////////

hid_wal scenarios\shaders\multi\hidden_wall

Save this file. Open 3DS Max (if it is already open, forget this part) You should have your level loaded up still. Press M (this opens the Material Menu) You should already have materials for your level (If not, read/watch a shader making tutorial.) Add one SubMaterial. For this material, give it this name:

hid_wal vindication_water (First part is the shortcut name you came up with in the shader_collections file, in my case, hid_wal. Second part is the shaders name.

Go inside this submaterial, and name it the same thing as before.

Now go back up and finish the tutorial. Hope I helped!
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johnnyblaz20




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Post by johnnyblaz20 »

do i make s totally seperate plain for the water?
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