Help me plz with map creating

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dex





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Joined: Fri Apr 07, 2006 1:53 am

Help me plz with map creating

Post by dex »

I tryied to create my own map for haloCE but the Sapien see only the map structure and not the ground itself.
The ground was created by Paint Shop 8.
Can some 1 tell me how to create it properly?
Matooba





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tutorials

Post by Matooba »

Image
dex





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Post by dex »

tnx, but it not exactly what i need. i know how to build the map itself, i have only a problem of the texture itself, i've found thet i don't have the *.bitmap file created when i compiling with tool.exe the *.jms file. how can i create him if i have many textures, or the problem not with it?
Matooba





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texture

Post by Matooba »

You need to follow the rest of tutorials to realize that, you create the UVW map in 3dsmax and save it to where your Tiff bitmap is.
Then you have both base bitmaps to create it in tool.
You also have to make sure you created your alpha layers in photoshop and flattened it so you can apply your textures to the alpha layers later in guerilla.
I would suggest just watching all the tutorials in the beginner tut.
This will give you insite to why and what you need to compile your bitmap.
Alpha layers give you the layer switches to apply your textures to.
-------------------------------------------------------------------------------------
If all you want to do is add textures then:
1way: http://www.halomods.com/forums/viewtopic.php?p=235811
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dex





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Post by dex »

tnx :D i think it will solve the problem, if not i think u will be the firs to know :)
dex





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Joined: Fri Apr 07, 2006 1:53 am

Post by dex »

ok, the tutorial solved some problems but all of them - when i'm creating the .bitmap file i have the next prob - after running the command, it shows " skipping bitmap with non-power-of-two dimensions (#500x#500#1) " and when i tried to create the level with a redy map (from the tutorial folder of the HEK) it writed " bitmap created: #512x#512, compressed with explicit alpha, 341K-bytes ".
what could it be? maybe i'm creating the .tif file wrong? or it some thing else?
Matooba





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bitmap

Post by Matooba »

If it created the bitmap then with explicit alpha then thats good. Thats what you want. Now you have to make your shaders tags. Open guerilla and select (NEW),then (SHADER_ENVIROMENT).
Set the radiosity properties to "simple parameterized",
scroll to diffuse properties,

Add "base map"--> Hit the 3 dots next to it, navagate to your (tags\levels\mapname\bitmaps\image).......open it
Set "primary detail map scale" to 25
Add "Primary detail map" -->Hit 3 dots, navagate to (tags\levels\b30\detail_ground)....open it
Set "secondary detail map scale" to 25
Add "secondary detailed map"--> Hit 3 dots, navagate to (tags\levels\a30\detailed_grass)......open it

Now click "save as"
Navagate to tags\levels\mapname\
Now with the bitmaps folder in veiw, make another folder called "shaders"
Open it,
Save your shader_environment there as (Mapname_ground)
Now open your sapien and you should be good
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dex





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Post by dex »

ye, but what if he doesn't created the bitmap?
he writes skipping bitmap with non-power-of-two dimensions (#500x#500#1)
Matooba





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Post by Matooba »

try opening it up in photoshop, resizing, and saving as tiff.
Also, dont forget to click options on the save as window after tiff type is selected and set to:
compression=uncompressed
and
color channels=RGB
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dex





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Post by dex »

i think i get what the prob but i'm not shure - the size of the image must be 512x512? becouse with this size every thing works, but if i'm changing it the compiler shows an error

and i've get onother 1 - i'm alwais get an error of
choose a type for the shader <SHADER\MATERIAL NAME>:
1. shader_environment
2. shader_model
3. shader_transparent_generic
4. shader_transparent_chicago
5. shader_transparent_chicago_extended
6. shader_transparent_water
7. shader_transparent_glass
8. shader_transparent_meter
9. shader_transparent_plasma
choice (1-9):

it happens when i'm trying to set a texture from a different location then levels\test\tutorial\bitmaps
what shoud i do fix it?
Classic





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Post by Classic »

dex wrote:ye, but what if he doesn't created the bitmap?
he writes skipping bitmap with non-power-of-two dimensions (#500x#500#1)

I think i get what the prob but i'm not shure - the size of the image must be 512x512? becouse with this size every thing works, but if i'm changing it the compiler shows an error

and i've get onother 1 - i'm alwais get an error of
choose a type for the shader <SHADER\MATERIAL NAME>:
1. shader_environment
2. shader_model
3. shader_transparent_generic
4. shader_transparent_chicago
5. shader_transparent_chicago_extended
6. shader_transparent_water
7. shader_transparent_glass
8. shader_transparent_meter
9. shader_transparent_plasma
choice (1-9):

it happens when i'm trying to set a texture from a different location then levels\test\tutorial\bitmaps
what shoud i do fix it?
1. Make it some number that gets a whole number when square rooted. Like 2, 4, 16, 58, 256 and so on.

2. Create shaders for the textures.
dex





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Joined: Fri Apr 07, 2006 1:53 am

Post by dex »

what shader should i create for file that "compresed with color-key transperansy"?
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