Sapien texture prob
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- Posts: 16
- Joined: Wed Nov 03, 2004 6:37 pm
Sapien texture prob
Can anybody tell me how to get my ground in its all light blue[/img]
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- Posts: 958
- Joined: Thu Jan 29, 2004 1:39 pm
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Compile your bitmaps before you compile your level. Then go to guerilla and make sure that "Compressed with Explicit Alpha" option is selected from the drop-down menu in the Format section of the tag. Then create a shader_environment tag and about 1/3 - halfway down you should see a "Diffuse Properties" Section. Where it says Base Map, click the "..." button and select your bitmap tag you made with tool. Save it with the same name you gave your texture in 3dsmax. Make sure you save it into the Shaders folder of your levels folder (if it's not there, just make a folder called "Shaders" and save your shader_environment tag in there). Then open your scenerio (level) in Sapien and press the tilde key for the console located on the left of your 1 key on your keyboard. Type "radiosity_quality 0" and press enter. Then type "radiosity_start". Then type "radiosity_save" once the numbers in the upper-left hand corner of your game view have reached 0.000000 0.000000 0.000000. Then your texture should show up.
NOTE : Radiosity quality 0 is usually used for testing. When you release your map, run radiosity_quality 1 for better lighting/texture quality. This will take longer than 0 would but it's worth it.
*my wrists hurt...
NOTE : Radiosity quality 0 is usually used for testing. When you release your map, run radiosity_quality 1 for better lighting/texture quality. This will take longer than 0 would but it's worth it.
*my wrists hurt...

