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Thread: sub-material names in 3ds max

  1. #1

    Arrow sub-material names in 3ds max

    Yes i read the tutorial in the help. I just have one question. When your give the sub material a name, do you give the name of the shader.collections file or the bitmap itself (u know the f_im thing). Also im unclear where the shader.collections files are supposed to be saved.

    Thanks a lot

    P.S. Where can i download bump maps, i cant find anything on google.

    Thanks again
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  2. #2
    Kid in the Hall Kornman00's Avatar
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    Re: sub-material names in 3ds max

    Do you mean ".shader_collections" files?

    I'm sorry I can't really help, I don't pay attention to how exactly one is suppose to make the maps, I just mess with tags :o
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  3. #3
    Hey there! Llama Juice's Avatar
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    Re: sub-material names in 3ds max

    *taken from the help file included with the editing kit*

    Shader Collection files are located in tags\scenarios\shaders. If you create a new .shader_collections file this is where it should be placed.
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  4. #4

    Re: sub-material names in 3ds max

    thanks anyways, but where can i download .shader files from. I downloaded kornmans Zanzibar pack but are there any others similar to that.
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  5. #5
    HCE to H2Vista Port Co. {TLS}Udie's Avatar
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    Re: sub-material names in 3ds max

    Quote Originally Posted by armoman92 View Post
    thanks anyways, but where can i download .shader files from. I downloaded kornmans Zanzibar pack but are there any others similar to that.
    For the most part you have to make your own through Guerilla.
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  6. #6

    Re: sub-material names in 3ds max

    ok. Where do i save my custom shader_collections files so h2tool can read them. Do i just replace it where the original one is and back the original up. The help file says to put it in

    Shader Collection files are located in gtags\scenarios\shaders h. If you create a new .shader_collections file this is where it should be placed.

    What is gtags and what is the h. Would it be easier to just turn of the read only on the original shader.collections file and add entries?>


    I think bungie could have done a beter job making the editor and the help files, too many typos. I love the way the box says that comes with a map editor but you still have to get 3ds max, they are ripping you off a bit.
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  7. #7
    Hey there! Llama Juice's Avatar
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    Re: sub-material names in 3ds max

    I am really getting sick of people saying that bungie is lazy because HG/PiStudios killed the editor....

    Anyways... the G and the H are typos or somethin... hence why I deleted them when I quoted it earlier.

    When you name your sub material you have to put the folder that the SHADER is in (that's the f_im thing) and then the name of the shader after it.
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  8. #8
    Senior Member teh lag's Avatar
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    Re: sub-material names in 3ds max

    To make a new shader_collections :

    Make a .txt, (name is irrelivant,) and change the extension to .shader_collections. Open in in notepad, and then type in the name of your new collection, then the directory that it's in. Example :

    vgo scenarios\multi\vertigo\shaders
    Then, save it in "scenarios\shaders". Your new shader group can be used by tool now. To use it in 3ds, the material name first has the name of the group, a space, then the name of the shader, followed by any symbols or suffixes you want the material to have. Example :

    vgo conveyor_distance> lm:0.7
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