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General Question about textures

Posted: Thu Mar 10, 2005 6:02 pm
by Luxor
Ok, So Ive followed the tutorial for splinter right ? Heres where I have the problem... Ive created a map.. and i was to use the metal floor from the levels\test\tutorial\bitmaps\ directory as the base of my map... everything is fine in 3ds, but when I try to play on the map i get nothing but white or blue... Basicaly what Im asking is do all base maps have to have a .bitmap file created ? and Also if I want to change texture of the wall faces to the bitmap in levels\bloodgultch\bitmaps\rock clifss.tif or whatever what do I need to create if anything in they way of a bitmap for it ? when I try to just do that, when building the structure i get an error saying that no shader was defined for material "rock cliff" and of couse nothing shows up in sapien, if it will even load the map.


thanks,
Luxor

Posted: Fri Mar 11, 2005 8:35 am
by halo_mapper
question 1: yes all the maps need to have a .bitmap folder created
question 2: yes i would copy and paste everything u need (.tif)s to your directory of the map ur making.
question 3: as for the shaders - make sure every thing is named to the corresponding bitmap. example: u create something and name it "wall". so in the material editor give it the name of "wall" then for the sub material give it the name of ur bitmap like "example_tutorials_metal". hope this helps

Posted: Fri Mar 11, 2005 1:11 pm
by Luxor
Ok, so if i wanted to use the example_tutorial_metal as the floor in my level, i would need to use tool to create a .bitmap right ? then in the shader just not set a primary and secondary detail map ?

2)

So If I want to make the "walls" of the skybox appear as rocks, that needs to be added as a submaterial to my "skybox" material and just changer thier id to 3 or whatever the corrosponding id would be ?

thanks,
luxor

Posted: Sat Mar 12, 2005 10:39 pm
by halo_mapper
yes but i don't know bout the shaders part. u might need a primary shader but i don't know which one.

and yes make sure u have the coresponding material id to the coresponding face id

hope this helps

i will try and find out bout the shaders.