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Question about shaders and .bitmaps...

Posted: Sat May 15, 2004 8:39 am
by Blaze
I am making a map in 3ds max 6 and I am using the sw_ice_cliff.tif. This shows up fine in 3ds max 6 but when I export it and view it in Sapien, it shows it as an egg white color, not the texture. Also, too.exe always asks me what shader I want to use for the textures then, when I choose, it says some shaders are not defined, how do I fix this?

Posted: Sat May 15, 2004 12:01 pm
by StAs
:( i got the same problem with the shader thing.. i named my terrain and/or objects to bunxx_ground or whatever i want dadad_ground and i even tried naming it .shader_environment for a name and it still says choose a shader!! WTF!!! HELP ME

Posted: Sat May 15, 2004 12:22 pm
by Blaze
That is precisely it.

Posted: Sat May 15, 2004 12:26 pm
by kirks4
Assuming the following:

your game directory is data\levels\my_level

and you have the bitmaps and models directories underneath the my_level directory...and all of your bitmaps are contained within the bitmaps directory

you need to do the following:

At your haloce root directory, at a command prompt, you need to type:

tool bitmaps levels\my_level\bitmaps

this command will build the directory structure in your tags directory and place the *.bitmap file in there.

Then you open Guerilla and go to File>New and in the dialogue box that appears, scroll down to shader-environment.

Then you need to set up the shader by selecing simple<something> under flags, then under diffused properties you need to select you base map. Do this by hitting the '...' next to the field and finding the *.bitmap file that was created (it should be under haloce\tags\levels\my_level\bitmaps) Then save the shader by creating a directory called "shaders" in your tags\levels\my_level folder. Save the shader with the same name as your bitmap
(eg. my_bitmap.bitmap > my_bitmap.shader-environment)

Now export your level by typing
tool structure levels\my_level my_level