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Separating Shaders On Custom Models
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | Separating Shaders On Custom Models Intro: This tutorial is going to explain how to separate shader groups on a custom model. First extract the model you are going to be replacing, with entity(I'm using 1.4 for this tutorial) ![]() Every model in Halo 2 has at least one or more shaders. When you extract a model there will be mesh groups, these groups will identify the shader grouping. So open the extracted model in a modeling application(I will be using Misfit model 3d for this) ![]() ![]() This is the group window: ![]() The bitmap that the group is dependent on is usually close or exactly the same as the shaders name that it represents. There are two groups for each shader. The bottom group is the one that is the actual shader. So it goes(Red is the used one) 0 0 1 1 2 2 ![]() Merge your model into the extracted model. ![]() ![]() Select the original mesh that you extracted form halo and hide it. ![]() ![]() After that select part of the mesh you want as a different shader from the rest. ![]() Once selected you can add it to a group, to do that click the add to group button in the grouping menu and all the selected faces will be added to that group. ![]() After that, unhide the mesh you hid before. The reason we had to hide it is because if you delete it the groups that are there with it are also deleted. ![]() Then reselect the mesh and delete it. ![]() ![]() Then save and inject back into your map and enjoy a model with separated shaders ![]() ![]() | ||||||
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | Re: Separating Shaders On Custom Models hey man nice tut but how do i skin my custom models i cant find a tut anywere | ||||||
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| BANNED Join Date: Dec 2007 Location: Finland, Try GooGle if you dont know it
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() ![]() | Re: Separating Shaders On Custom Models that looks so awesome... |
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| 7S Enthusiast
| Re: Separating Shaders On Custom Models hey i have a q. if you just remold it add stuf to it.( im making a paitn ball version mod) can u delete the old shaders and then assign new shaders to it? ps i have maya so i have liek this big tab to choose betwwen shaders (phong is the default for the br as its shiny) and if u can, does that mean i can make my own shaders and then assign them to the br and then save it re inject it and then itll load my shades? | ||||||
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| Re: Separating Shaders On Custom Models Yes you an also change the bitmap but if you want it to fit with the gun you need to UV map it. RemnantMods • View topic - Modeling - Proper UV UW/UV Mapping and Injection W/ Entity | ||||||
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| | #9 (permalink) | ||||||
| 7S Enthusiast
| Re: Separating Shaders On Custom Models naw naw like i dont want the bitmap. i want it to use my shaders.i could care less for the bitmap. screw detais i just made my first gun ![]() now it says that the input string wasnt in the correct formaat, but its a .obj file and the mtl is right there too. Last edited by RaZoR HaX; 10-08-2008 at 02:42 PM. Reason: Automerged Doublepost | ||||||
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