Halo CE Program Error Posting Guidlines
Quote: **SAPIEN**
Q & A:
Q: What is a Sapien error?
A: Whenever you go to open Sapien and it locks up, followed by closing, there's an Error.
Q: How do I get the error information?
A: You will find it at the end of debug.txt (hover to show directory in status bar)
Q: What's the usual cause of an error?
A: You probably have a incorrect reference in, or corrupt tags.
Posting For Help
In case of Sapien errors, you should make a thread containing the following format.
1. Everything you may know about the error
2. the latest entry in the debug.txt
3. Wrap the entry in CODE tags to save excessive scrolling
**TOOL**
Q & A:
Q: What is tool?
A: Tool is generally the last program used. It compiles everything you have made. Whether it be a BSP, bitmaps, models, or even the final map.
Q: Why does Tool give errors?
A: Tool doesn't screw up, the user does. Whatever it is you are attempting to compile, is not correct.
Q: Where can I find the error info?
A: Tool will tell you what's wrong in 2 places. One, in it's window. two, in debug.txt of course.
Posting For Help
Any time you have an error, you can count on needing the debug.
Include the following in your thread:
1. everything tool said
2. Latest entry in debug.txt
3. What you were attempting to do
4. Wrap the error information in CODE tags to save on scrolling
**GUERILLA**
Q & A:
Q: What is guerilla needed for?
A: Guerilla is essentially an all-forms version of Sapien, and is where you will do most of your tag creating/editing.
Q: How do I know if there's an error?
A: Open the tag, and look in the boxes for red text. Anywhere there is red text, is a problem. Most likely incorrect reference, files, or filenames.
Posting For Help
There's really no guideline to posting guerilla errors. Its usually just because you can't fix something. Just be sure to include the following.
1. Give us information on what this tag is, and what you are trying.
2. Give us at least 2 screenshots of the tag opened in guerilla.
3. Please be as descriptive on the problem as possible, we can't help otherwise.
Edited by Matooba on Feb 2, 2009 at 10:43 PMPLEASE LEAVE A REPLY ON WHAT YOU THINK ABOUT THIS POST#1 Halo Editing Resource{/b]
http://hce.halomaps.org/hek/
Halomaps Goodies
Tutorials:
http://hce.halomaps.org/index.cfm?pg=1&sid=23
Utilities:
http://hce.halomaps.org/index.cfm?pg=1&sid=8
Useful sites to get you started with modelling, animating, texturing and UVmapping.
Gmax

******************UPDATE*******************************
GMAX WIKI------>http://en.wikipedia.org/wiki/Gmax
----->http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004]GMAX SUPPORT SITE</a><------
Gmax Software Download:
http://www.turbosquid.com/gmax]For Gmax Support<---USE THIS LINK FIRST
Gmax For Beginners:
http://www.halomods.com/tutorials/Mapping/Gmax/gmax.php
Gmax Tutorials Download:
http://files1.turbosquid.com/Products/L567281/YVES9KYKPA/gmax12_tutorials.exe
Gmax Help Files Download:
http://files1.turbosquid.com/Products/L567278/DX2GHGDAJB/gmax12_help.exe
Gmax Free Texture Samples Download:
http://files1.turbosquid.com/Products/L567279/XQX7B3S93K/library.exe
In relation to getting models out of gmax and into 3dsmax for use in Halo, the problem here isn't with 3DS Max but with GMax. Gmax was developed with the intention of having limited import and export capabilities this, in general, is provided by the additional installation of 'gamepacks' available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'. As there isn't an 'official' way to use gmax (or max) to create Halo content you have to work around the problem using what abilities Gmax does have, in this particular instance the MD5 exporter.
Plugins
MD5 Gmax Exporter
http://www.quake3bits.com/files/md5/MD5Exporter_for_gmax.zip
MD5 3dsmax Importer
http://www.quake3bits.com/files/md5/3dsmax-md5importer.zip3DSMAXMaking a Map Start to Finishhttp://www.halomods.com/index.php?topic=Tutorials3dsmax Animating Tutorial 1
http://www.tutorialized.com/tutorial/Animating-Timmy-Foo/56813DSMAX Step By Step3dsmax Animating Tutorial 1
http://www.tutorialized.com/tutorial/Animating-Timmy-Foo/5681Free
3dsmax Animating Tutorial 2
http://www.tutorialized.com/tutorial/Animated-face/116143dsmax Connecting and animating bones
http://www.tutorialized.com/tutorial/Connecting-and-Animating-Bones/37823dsmax Creating Buildings
http://www.skillreactor.org/cgi-bin/index.pl?maxbuild3dsmax Creating Fog
http://www.tutorialized.com/tutorial/Creating-a-Foggy-Scene-in-3D-Studio-MAX-using/99433dsmax Modeling in Low Poly
http://www.tutorialized.com/tutorial/Modeling-a-low-poly-LCD-monitor/56803dsmax Making Explosions
http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=233&mode=thread&order=0&thold=03dsmax How to use Array
http://www.tutorialized.com/tutorial/The-power-of-Radia-Array/74003dsmax How to make a space scene
http://www.tutorialized.com/tutorial/Making-a-simple-space-scene-with-stars-and-a-sun/48563dsmax Making Caves and Caverns
http://www.skillreactor.org/cgi-bin/index.pl?caveThis is a realy good Tutorial
3dsmax Putting Bridges in Caves and Caverns
http://www.tutorialized.com/tutorial/Cave-Scene-w-Bridge/37473dsmax How to make fire, water and smoke
http://www.tutorialized.com/tutorial/Water-Fire-and-Smoke-Effects-Using-Particles-and-Opacity-Maps/73993dsmax Modeling and texturing Glass
http://www.tutorialized.com/tutorial/Modeling-and-Texturing-Glass/48653dsmax Modeling a Hovertank
http://www.tutorialized.com/tutorial/BoxModeling-a-cool-Hover-Tank/48693dsmax Making Landscapes
http://www.tutorialized.com/tutorial/Landscape/43873dsmax Making liquid pools and water effects
http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=215&mode=thread&order=0&thold=03dsmax Basic Buttons Tutorial
http://www.tutorialized.com/tutorial/Basic-Buttons/37333dsmax Some Video Tutorials
http://www.vtc.com/products/3dsmax7.htm3dsmax More Video Tutorials
http://www.3d-palace.com/tmas/videos_free.php?pid=13dsmax Usin UVW and Unwrap UVW Maps Tutorial
http://www.tutorialized.com/tutorial/Texturing-In-3D-Studio-Max-Using-UVW-and-Unwrap-UVW-Maps/95053dsmax waterfalss and using Particle Systems
http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=521&mode=thread&order=0&thold=0Some 3DSMAX Help ForumsAnother tutorial site with 3dsmax7 help
http://www.3dbuzz.com/vbforum/sv_home.php#Free for the picking
Awesome 3dsmax Step by step site
http://www.tutorialized.com/tutorials/3DS-MAX/1Free for the picking
More how to's for your 3dsmax projects
http://forums.cgsociety.org/forumdisplay.php?f=96Free for the picking
Halo TutorialsMain Index:
http://www.halomods.com/index.php?topic=TutorialsUsing Halo Tools for Modding:
http://www.halomods.com/site2/geeklog-1.3.9/public_html/staticpages/index.php?page=tutorials-indexMore to come.......Game-on!!!
Programs and Program Resources:ModellingMilkshape 3D -
http://www.milkshape3d.com/ Cost: Cheap
Discreet's 3D Studio Max -
http://www.discreet.com Cost: Expensive
Discreet's GMax -
http://www.discreet.com Cost: Free
Cinema 4D -
http://www.maxon.net Cost: Expensive
Maya -
http://www.alias.com/ Cost: Expensive
Softimage XSI -
http://www.softimage.com Cost: Expensive
Softimage XSI Mod Tool -
http://www.softimage.com/products/Mod/v4/ Cost: Free
TexturingFormats:
There are several types of DXT compression offered by DirectX 8/9:DXT1
0 or 1 bit alpha
DXT2
Explicit 4-bit alpha, color data is premultiplied by alpha UnrealEd does not use this format
DXT3
Explicit 4-bit alpha, not premultiplied
DXT4
Interpolated alpha, color data is premultiplied by alpha UnrealEd does not use this format
DXT5
Interpolated alpha, not premultiplied
In DXT compression, images are divided into 4x4 pixel blocks, or "texels". For each texel, two color values are chosen to represent the range of pixel colors within that block, and then each pixel is mapped to one of four possible colors (two bits) within that range. The compressed texel is represented by the two 16-bit color values, and 16 2-bit pixel values, totalling 64 bits of data per texel, amounting to an overall image size of 4 bits per pixel.
Alpha (transparency) information in DXT is handled in one of several ways, depending on the DXT format. In DXT1, each texel can either be defined as having four possible color values within the range (as described above), or alternately three color values and one value indicating "this pixel is transparent". Thus, in DXT1, one can have at most 1-bit (on or off) transparency in the image, but even this is done at the expense of some color information. Note: DXT1 transparency is supported by the Engine and UnrealEd but you can't use UnrealEd GUI to create DXT1 textures with one-bit alpha. Textures converted to DXT1 have all transparency information removed.
In DXT2/3/4/5, Alpha information is specified using a second 64-bit block for each texel (thus doubling the image size). In DXT2/3, for each pixel, four bits are used to indicate its alpha, providing 16 different transparency levels. DXT4/5 uses a method similar to the way color data is stored to provide "interpolated" alpha information: Two (8-bit) alpha values are chosen representing the range of transparency in that texel, and then for each pixel, three bits are used to represent its transparency within that defined range (This allows much better for subtle gradations, but can have less precision for large ranges within a texel).
In DXT2 and DXT4, the pixel color values are multiplied by the alpha values before compressing (so partially transparent pixels have a color value stored darker than it shows onscreen, and completely transparent pixels always have a color value of black in the compressed texture). This can speed up some types of compositing operations, but it has the side-effect of losing color information, and can result in uglier DXT compression for some types of textures. In any case, alpha premultiplication is not supported by current Unreal Engine versions, so DXT2 and DXT4 are not options for texture formats in UnrealEd (so you can forget they exist).
Which DXT Compression to Use?Obviously, there are some trade-offs between the different formats which make them better or worse for different types of images. Some general rules of thumb for good use of DXT textures are as follows:
1. If your image has no alpha, use DXT1 compression. Using DXT3/5 will double your image size over DXT1 and not gain anything.
2. If your image has 1-bit (on or off) alpha information, use DXT1 with one-bit alpha.
3. If the DXT1 image quality is too low and you don't mind doubling image size, use DXT3 or DXT5 (which one doesn't matter, they'll give the same results).
3. If your image has smooth gradations of alpha (fading in/out slowly), DXT5 is almost certainly your best bet, as it will give you the most accurate transparency representation.
4. If your image has sharp transitions between multiple alpha levels (one pixel is 100%, the next one is 50%, and another neighbor is 12%), DXT3 is probably your best bet. You may want to compare the alpha results in DXT1, DXT3 and DXT5 compression, however, to make sure.
Notes: In UnrealEd 3, RGBA8 and P8 textures can be compressed to DXT1, DXT3, or DXT5 by right-clicking on the texture in the Texture Browser and selecting from the "Compress" option of the pop-up menu. Once compressed to DXT, the compression type cannot be changed in UnrealEd.
UnrealEd exports DXT textures as .DDS (Microsoft DirectDraw Surface) files. Most software does not handle this file format, so you will need conversion tools such as the Nvidia Texture Tools to convert these files into a form usable by other graphics applications.
For addition Infohttp://wiki.beyondunreal.com/wiki/DXTBodypaint R2 -
http://www.maxon.net/ Cost: Expensive
Photoshop -
http://www.adobe.com/ Cost: Mid-Price
Paint Shop Pro -
http://www.jasc.com/ Cost: Mid-Price
UV MappingUltimate Unwrap 3D -
http://www.unwrap3d.com/ Cost: Cheap
AnimationCharacter FX -
http://www.insanesoftware.de/index.php\ Cost: Cheap
Landscape Generation *new*Bryce 5.5 -
http://bryce.daz3d.com/55index.php Cost: Mid-Price
Terragen -
http://www.planetside.co.uk/terragen/ Cost: Free
Vue 5 -
http://www.e-onsoftware.com/ Cost: Expensive
Modelling and General Tutorial Sites:http://www.psionic3d.co.uk - Modelling, UVmapping, Texturing resource site.
http://halflife2.filefront.com/file/;43415 - Barell skinning tutorial
http://www.computerarts.co.uk/tutorials - Bursting at the seams with professional tutorials. Anything 'premium' will cost you, anything not premium is FREE. (Variety of programs in there) Unless you're a subscriber to Computer Arts magazine, in which case theyre free.
http://www.dejawolf.com - Tutorials on skinning military vehicles and modeling
http://webdesign.templatemonster.com/ - MASSIVE 2D/3D/websdesign/Photoshop Tutorial website
http://www.quake3world.com/ubb/Forum11/HTM...1100.html\ - Massive thread on Quake World forums
http://www.cgtalk.com/showthread.php?s=&threadid=48474\ - THREAD on CGTALK with loads of Cinema 4D stuff
http://www.totaltutorials.com/ - More Tutorials for various programs
http://www.bsmooth.de/BSolutions/ - Bryce 5 tutorials
http://www.jollup.co.uk/html/index.php?page=8 - Cinema 4D Beginner tutorials
http://well-of-souls.com/gallery/tutorials.htm - CG Art Tutorials
http://bbs.clandeadgoat.net/viewforum.php?...220a1b33f912ee0 - Huge forum board on all things 3D - Includes video tutorials on skinning and animating.
http://3dbuzz.com - Massive 3DS Tutorial site, well worth a look
http://3dtotal.com - Maya and 3DS Resource and tutorial site
http://www.3dlinks.com/index.cfm - More Resources
http://www.highend3d.com/ - And yet more resources.
http://www.sourceblog.net/page.php?file=/t...n/Text/textskin - Loads of texturing tutorials
Reference Pictures:http://www.world.guns.ru - Weapons Reference site in both English and Russian
http://www.fineart.sk/ - Large human anatomy site for modelling reference. Warning: Some adult content!
http://www.suurland.com/blueprints_archive.php - Another Big site with plans/pics of all kinds of vehicles
http://www.swissquake.ch/chumbalum-soft/fo...3?threadid=8737 - Massive ref thread on Milkshape Forums
http://blueprints.onnovanbraam.com/ - General blueprints site.
http://www.google.com - Never underestimate this powerful site.
http://www.bigstockphotos.com - Premium photograph site. Costs money, but has a massive database of photos
http://www.3d.sk - Fineart's site listed above but for game developers, premium cost again. Warning: Some adult content!
http://www.mayang.com/textures/ - Great site full of very high resolution photographs aimed specifically at designers. Want to make your own textures? This is for you!
Game Development:http://www.gametutorials.com/Tutorials/C++/Cpp_Pg1.htm - Games Programming, thanks Smi0200304!
http://www.codersworkshop.com/ - Excellent Programming resource site!!
http://www.blitzbasic.com/ - BLITZ 3D fast and powerful games dev language
http://darkbasic.thegamecreators.com/ - Dark Basic Pro, Another basic language with direct X 9 support, try it for yourself!!
http://www.thegamecreators.com - 3D Game Engine
http://www.gamemaker.nl - 3D Game Engine
http://www.realmcrafter.com - 3D Game Engine
http://www.cipherengine.com - 3D Game Engine
http://www.garagegames.com/makegames/ - Home of the Torque Game Engine, a cheap, powerful indie game engine
3D Sites or forums:http://www.cgunderground.com - Cool 3D Site with tutorials!
http://www.cgchat.com/board/index.php - CG CHAT Some incredible inspiration and talent here...
More Photoshop:http://www.pslover.com/ - Almost 5,000 PS tutorials, and links to more tutorial sites.
http://st.burst.cc/tutorials.htm - Skinning tutorial site.
http://www.mattepainting.org/http://www.webclass.ru/top.phphttp://www.eyeball-design.com/index3.htmhttp://www.planetphotoshop.com/http://rainworld.com/psworkshop/http://www.thewebmachine.com/http://www.deepspaceweb.com/modules.php?name=Sectionshttp://www.insidecg.com/ - high end GFX and tutorials
http://www.pslover.com/tutorials.php - more tutorials
Matooba
Lots of time spent researching these so you can get it all here at http://www.Halomaps.org
Edited by Matooba on Feb 2, 2009 at 11:00 PM
Edited by Matooba on Mar 21, 2011 at 06:57 PM
Edited by Matooba on Mar 21, 2011 at 06:59 PM