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Separating Shaders On Custom Models

This is a discussion about Separating Shaders On Custom Models within the Halo 2 Advanced Mod Tutorials section, where you will Learn more advanced techniques to further mod your Halo 2 maps. This is for people who have a good grip on the Halo 2 Beginner Mod Tutorials.; 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



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Old 07-01-2008, 08:28 PM   #1 (permalink)
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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)
Click the image to open in full size.

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)
Click the image to open in full size.
Click the image to open in full size.
This is the group window:
Click the image to open in full size.
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
Click the image to open in full size.

Merge your model into the extracted model.
Click the image to open in full size.
Click the image to open in full size.

Select the original mesh that you extracted form halo and hide it.
Click the image to open in full size.
Click the image to open in full size.

After that select part of the mesh you want as a different shader from the rest.
Click the image to open in full size.

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.
Click the image to open in full size.

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.
Click the image to open in full size.
Then reselect the mesh and delete it.
Click the image to open in full size.
Click the image to open in full size.
Then save and inject back into your map and enjoy a model with separated shaders
Click the image to open in full size.
Click the image to open in full size.

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Old 07-09-2008, 11:56 PM   #2 (permalink)
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Very nice tutorial bro.
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Old 10-02-2008, 03:03 PM   #3 (permalink)
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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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Old 10-02-2008, 03:05 PM   #4 (permalink)
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Re: Separating Shaders On Custom Models

that looks so awesome...
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Old 10-07-2008, 08:28 PM   #5 (permalink)
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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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Old 10-07-2008, 08:32 PM   #6 (permalink)
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Re: Separating Shaders On Custom Models

You can swap the shaders on the gun.
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Old 10-07-2008, 10:00 PM   #7 (permalink)
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Re: Separating Shaders On Custom Models

what about the bitmap?
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Old 10-07-2008, 10:10 PM   #8 (permalink)
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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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Old 10-08-2008, 02:42 PM   #9 (permalink)
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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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Old 11-27-2008, 10:44 AM   #10 (permalink)
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Re: Separating Shaders On Custom Models

yea mine injected always turn out all f'd up
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