Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 34

Thread: [WIP] Sneak

  1. #21
    Senior Member Lightning's Avatar
    Join Date
    Nov 2006
    Posts
    506

    Re: [WIP] Sneak

    Quote Originally Posted by Scooby Doo View Post
    the funky textures are placeholders that tool adds if your shader doesn't exist. or at least...tha's what it seemed like to me. like i said in another post, they have a shader_collection which contains lots of shaders but u can't open it to see which shaders it has.

    in the tutorial, it tells you to use f_im flat_light_scratchy as the material name. and somewhere there's a f_im.shader_collection and it uses the flat_light_scratchy metal texture. it's really annoying when u can't figure out the directories for alot of the stuff in your map, cuz everything is so spread out along many folders. o well...just have to deal with it atm.

    ~Scooby
    Yes you can:

    Code:
    ; <- this character indicates a comment, blank lines are okay too
    ;
    ; each shader collection is a named directory that the environment importing process
    ; knows to look in for shaders - each line in this file has the format
    ;
    ; abbreviation    tag directory
    ;
    ; do not remove this first entry, it specifies the default place to look
    
    *        scenarios\shaders
    
    ; ========== general-purpose shaders (invisible collision geometry, etc)
    g        scenarios\shaders\generic
    n        scenarios\shaders\nature
    m        scenarios\shaders\multi
    shared        scenarios\shaders\shared\shaders
    ui        scenarios\shaders\ui
    mainmenu    scenarios\shaders\ui\mainmenu
    
    ; ========== forerunner shaders
    f        scenarios\shaders\forerunner
    f_if        scenarios\shaders\forerunner\industrial\floors
    f_ig        scenarios\shaders\forerunner\industrial\glass
    f_il        scenarios\shaders\forerunner\industrial\lights
    f_im        scenarios\shaders\forerunner\industrial\metals
    f_it        scenarios\shaders\forerunner\industrial\tech
    
    
    ; ========== covenant shaders
    c        scenarios\shaders\covenant
    c_mm        scenarios\shaders\covenant\military\metals
    c_mt        scenarios\shaders\covenant\military\tech
    
    ; ========== human shaders
    h        scenarios\shaders\human
    h_um        scenarios\shaders\human\urban\metals
    h_ug        scenarios\shaders\human\urban\glass
    h_ugrnd        scenarios\shaders\human\urban\ground
    h_up        scenarios\shaders\human\urban\pavers
                
    ; ========== nature shaders
    tre        scenarios\shaders\nature\trees
    flo        scenarios\shaders\nature\flora
    
    ; ========== level-specific shaders
    dune    scenarios\shaders\multi\dune
    ag        scenarios\shaders\solo\alphagasgiant
    moon        scenarios\shaders\solo\alphamoon
    cont        scenarios\shaders\solo\controlroom
    dt        scenarios\shaders\solo\deltatemple
    ark        scenarios\shaders\solo\earthark
    city        scenarios\shaders\solo\earthcity
    city_nm scenarios\shaders\solo\earthcity\new_mombassa
    ship        scenarios\shaders\solo\forerunnership
    grave        scenarios\shaders\solo\gravemind
    high        scenarios\shaders\solo\highcharity
    fort        scenarios\shaders\solo\sentinelfortress
    dcr        scenarios\shaders\solo\deltacontrolroom
    hq        scenarios\shaders\solo\sentinelhq
    ss        scenarios\shaders\solo\spacestation
    long        scenarios\shaders\multi\headlong
    burial        scenarios\shaders\multi\burial_mounds
    shared        scenarios\shaders\shared
    ww        scenarios\shaders\multi\waterworks
    tri        scenarios\shaders\multi\triplicate
    ascent        scenarios\shaders\multi\ascension
    zanzibar        scenarios\shaders\multi\zanzibar
    colo        scenarios\shaders\multi\colossus
    lo        scenarios\shaders\multi\lockout
    cy        scenarios\shaders\multi\cyclotron
    coag        scenarios\shaders\multi\halo\coagulation
    bc        scenarios\shaders\multi\halo\beavercreek
    bw        scenarios\shaders\multi\backwash
    tu        scenarios\shaders\multi\turf
    cmt        scenarios\shaders\multi\containment
    el        scenarios\shaders\multi\elongation
    sc        scenarios\shaders\multi\deltatap
    gem        scenarios\shaders\multi\marathon\gemini
    
    ; ========== object shaders for bsp geometry
    
    ob        scenarios\objects                
    sky        scenarios\skies
    multi        objects\multi
    
    
    
    ; ========== test level shaders
    oddiology        scenarios\shaders\test\oddiology
    test        scenarios\shaders\test
    box        scenarios\shaders\test\box
    beaver        scenarios\shaders\test\beavercreek
    blood        scenarios\shaders\test\bloodgulch
    mg        scenarios\shaders\test\meat_grinder
    xf        scenarios\shaders\test\xfest
    oasis                        scenarios\shaders\test\bitoasis
    test_decal                   scenarios\shaders\test\test_decal
    test_shaders                 scenarios\shaders\test\test_shaders
    test_bump                    scenarios\shaders\test\test_bump
    test_encounter               scenarios\shaders\test\test_encounter
    test_weapons                 scenarios\shaders\test\test_weapons
    test_characters              scenarios\shaders\test\test_characters
    cornell_box                  scenarios\shaders\test\cornell_box
    m1                     scenarios\shaders\test\m1_assault
    ai_test                     scenarios\shaders\test\ai_test
    test_gravemind             scenarios\shaders\test\test_gravemind
    blue_screen             scenarios\shaders\test\blue_screen
    uv_zero                     scenarios\shaders\test\uv_zero
    test_portal                  scenarios\shaders\test\test_portal
    darktown             scenarios\shaders\test\darktown
    test_airfield                scenarios\shaders\test\test_airfield
    test_box                     scenarios\shaders\test\test_box
    room1                        scenarios\test\room1
    
    potato                       test\potato
    illuminati                   test\illuminati
    anim_tex                     test\anim_tex
    biped_lair                   test\biped_lair
    clamp                        test\clamp
    light_box                    test\light_box
    destructo                    test\destructo
    origin_node                  test\origin_node
    object_lighting              test\object_lighting
    lensflare                    test\lensflare
    overlay                      test\overlay
    skybox                       test\skybox
    collision_bit                test\collision_bit
    color_functions              test\color_functions
    blackbox                     test\blackbox
    barn                         test\barn
    lightmap_only                test\lightmap_only
    bernie_box                   test\bernie_box
    marker_test                  test\marker_test
    change_colors                test\change_colors
    portal_simple                test\portal_simple
    landscape                    test\landscape
    meter_shaders                test\meter_shaders
    plasma_shaders               test\plasma_shaders
    compression                  test\compression
    lamp                         test\lamp
    nato                         test\nato
    boneyard                     test\boneyard
    tess                         test\tess
    twinkle                      test\twinkle
    bloom_box                    test\bloom_box
    bitmap_test                  test\bitmap_test
    plain                        test\plain
    lightmap                     test\lightmap
    reflections                  test\reflections
    snow                         test\snow
    sample                       test\sample
    fuse                         test\fuse
    quiet_room                   test\quiet_room
    cupertino                    test\cupertino
    skin                         test\skin
    earache                      test\earache
    objects_templates            test\objects_templates
    tangent_seams                test\tangent_seams
    gravemind_lair               test\gravemind_lair
    havok_visibility             test\havok_visibility
    shader_lod                   test\shader_lod
    multiple_sky                 test\multiple_sky
    fog_check                    test\fog_check
    ass_visibility               test\ass_visibility
    fog_plane                    test\fog_plane
    fog_bank                     test\fog_bank
    fog_multi_plane              test\fog_multi_plane
    decorators                   test\decorators
    trace_shaders                test\trace_shaders
    lightmap_translucency        test\lightmap_translucency
    object_region_speed_trial    test\object_region_speed_trial
    conveyor_belt_test           test\conveyor_belt_test
    build_verification           test\build_verification
    potential_visibility_set     test\potential_visibility_set
    secondary_fog                test\secondary_fog
    directional_portal           test\directional_portal
    emblems                      test\emblems
    paul                         test\paul
    toast                        test\toast
    breakable_floor              test\breakable_floor
    ragdoll                      test\ragdoll
    fog_multiple_planes          test\fog_multiple_planes
    giant                        test\giant
    miami                        test\miami
    ocean_floor                  test\ocean_floor
    gel_light                    test\gel_light
    hive                         test\hive
    active_camo                  test\active_camo
    fog_bowl                     test\fog_bowl
    emissive                     test\emissive
    water_lightmap               test\water_lightmap
    flood                        test\flood
    effects_test                 test\effects_test
    empty_sky_box                test\empty_sky_box
    decals                       test\decals
    water                        test\water
    mirror                       test\mirrored_uv
    Reply With Quote

  2. #22
    The One and Only TheGhost's Avatar
    Join Date
    Aug 2006
    Location
    San Francisco, CA
    Posts
    2,727

    Re: [WIP] Sneak

    Not that we have access to any of those shaders though...
    Reply With Quote

  3. #23
    Senior Member Lightning's Avatar
    Join Date
    Nov 2006
    Posts
    506

    Re: [WIP] Sneak

    Some we do, though.

    f scenarios\shaders\forerunner
    f_if scenarios\shaders\forerunner\industrial\floors
    f_ig scenarios\shaders\forerunner\industrial\glass
    f_il scenarios\shaders\forerunner\industrial\lights
    f_im scenarios\shaders\forerunner\industrial\metals

    etc.

    Also, get on AIM, darn you.
    f_it scenarios\shaders\forerunner\industrial\tech
    Reply With Quote

  4. #24
    my best h3 pic Elite Killa's Avatar
    Join Date
    Sep 2006
    Location
    in the predator's lair
    Posts
    1,138

    Re: [WIP] Sneak

    I always wuved this map on CE. Now, I wuv it even more! Nice job so far!
    Reply With Quote

  5. #25
    HA10 Limited's Avatar
    Join Date
    Sep 2006
    Location
    England
    Posts
    7,800

    Re: [WIP] Sneak

    Sneak peek of sneak eh? I'm liking it :P

    will the room still be there? :O
    Reply With Quote

  6. #26
    Hates Sucky Comp >:( demonmaster3k's Avatar
    Join Date
    Sep 2006
    Posts
    434

    Re: [WIP] Sneak

    it's ice fields on h2v nice 1
    yea my h2v's a bitch...
    i can only run it on ultra low detail and why does it requre so many dependencies, i mean my processor's maxxed trying to handle the dumb game
    the box version gets crisper graphics without taxing the harware as much
    and the editing kit stalls, giving me some kind of "process is not responding, end process?" bullshit
    Reply With Quote

  7. #27
    HA10 Limited's Avatar
    Join Date
    Sep 2006
    Location
    England
    Posts
    7,800

    Re: [WIP] Sneak

    Quote Originally Posted by demonmaster3k View Post
    it's ice fields on h2v nice 1
    yea my h2v's a bitch...
    i can only run it on ultra low detail and why does it requre so many dependencies, i mean my processor's maxxed trying to handle the dumb game
    the box version gets crisper graphics without taxing the harware as much
    and the editing kit stalls, giving me some kind of "process is not responding, end process?" bullshit
    Do you even know what ice fields looks like? nothing like that lol. Its more like siderwinder. But its not just a steal of sidewinder go play the original and you will relise.
    Reply With Quote

  8. #28

    Re: [WIP] Sneak

    I wish
    people
    would quit
    using
    spoiler
    tags
    for
    every
    thing
    Reply With Quote

  9. #29
    I apologize to everyone. Digikid's Avatar
    Join Date
    Oct 2006
    Location
    None of your damn business, Canada
    Posts
    535

    Re: [WIP] Sneak

    ROFLMAO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Reply With Quote

  10. #30
    The One and Only TheGhost's Avatar
    Join Date
    Aug 2006
    Location
    San Francisco, CA
    Posts
    2,727

    Re: [WIP] Sneak

    Random outburst there, Digi?
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •