Oi.
A bit of a bump, but I'm having a bit of the same problem, and search was my friend.
However, search did not tell me how to fix I bug I was having following the GBX tuts.
The RAR file had 404'd a LONG time ago, so that's no help.
I have a 32-frame tif file, at 256x16384. Yes, every frame is needed, and yes, it goes into Tool just fine.
I've followed the steps to the letter in the tutorial OmegaDragon linked to, but I'm encountering an issue.
In my Blood Gulch test map (and Sapien), instead of seeing my animated bitmap, instead, I see a white bitmap covering my animated shader. If I move around, it changes opacity, meaning it's still transparent, even though I did every little thing the tutorial told me to do.
I don't get it. That RAR would have been helpful if it hadn't 404'd, as I could have just modified a couple things and gotten it ingame without a hassle.
If it helps, Sapien spits out this beautiful error when I import the .scenery tag with my shader on it:
\halopc\haloce\source\rasterizer\dx9\rasterizer_dx 9_hardware_bitmaps.c(148): D3DERR_INVALIDCALL in IDirect3DDevice9_CreateTexture(global_d3d_device, width, height, bitmap->mipmap_count+1-mip_levels_to_drop, 0, rasterizer_bitmap_format_table[bitmap->format], D3DPOOL_MANAGED, &(IDirect3DTexture9*)bitmap->hardware_format, NULL) (code=-2005530516, error=<can't get description>)
Doing a Google search turns up one result, in which Dennis basically told the guy his laptop was too shitty to see it. However, I'm not getting that multi-colored shit like that guy was getting, I'm just getting a blank screen with some opacity to it that shouldn't be there.
Anyone have a fix or that RAR file?
Also, Ghost, if you're listening, you need to stick that animated shader tutorial on your tutorial database, I looked there first and couldn't find anything on it.