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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »"Can't read map file 'toolbeta.map'"

Author Topic: "Can't read map file 'toolbeta.map'" (10 messages, Page 1 of 1)
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Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jul 5, 2008 02:54 PM    Msg. 1 of 10       
Every time i try to make a scenario with tool (regular ot tool++), I get this message. The only time I don't get it is If I try it on the original tutorial that came with HEK.

Also, Guerilla can't read guerillabeta.

I also get "found #(some number) degenerate triangled".

I did it succsessfully on one map, found in sapien that it was a bit to small, went back to 3dsmax, made it bigger, re-exported it, and tried to run tool again on it but then it said that there are 130 something open edges. It didn't say that before and in 3ds max, I am absolutly sure there are no open edges.



Please, how do I fix these problems?
Edited by Vick Jr on Jul 5, 2008 at 02:58 PM
Edited by Vick Jr on Jul 5, 2008 at 04:39 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jul 5, 2008 04:46 PM    Msg. 2 of 10       
ignore them


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jul 5, 2008 04:57 PM    Msg. 3 of 10       
Can I take a stab at what degenerate triangles are if no one else knows? I'm guessing that they are triangles or faces/ surfaces whatever that have absolutly no area. During the creation of my map i may have accidentally created some of those, but shouldn't STL check pick those kinds of things up?


HolyShiz
Joined: May 18, 2008

Uber-Noob!(-ish)


Posted: Jul 6, 2008 03:24 AM    Msg. 4 of 10       
I don't know about the triangles stuff, probably to deal with what Vick Jr said but I know that the toolbeta.map are just false errors, and I think you can disable it by making a .txt file, and saving it as "toolbeta.map" (or something alongside that).


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 6, 2008 04:50 AM    Msg. 5 of 10       
STL checking is fail. Totally. I had over 1000 errors, I exported and it worked. The errors don't mean anything and they do nothing to affect the outcome of tool. Heck, my debug is full will toolbeta errors.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jul 6, 2008 12:21 PM    Msg. 6 of 10       
STL check will make sure you have no open edges. (Though my tool still says I do even though I'm 100% sure I don't), but For me, that's about it. STL check isn't picking up intersecting triangles or edges or anything, but tool is and it's haveing major problems with those damn degenerat triangles.

Hmm. I merged the wrl debug thing with the original map and all the errors seem to be in places I was worried about originally. I think I know what I did to create them. I think I can fix them by just deleting everything near them, and rebuilding it. But now 3ds max is really slow. When I orbit around it takes 100% cpu useage. Shouldn't me graphics card be handling some of this/ If so, how do I make it? I have Gforce 7300 GT.
Edited by Vick Jr on Jul 6, 2008 at 12:26 PM


MechWarrior001
Joined: Mar 13, 2007


Posted: Jul 6, 2008 03:03 PM    Msg. 7 of 10       
Quote: --- Original message by: Vick Jr
STL check will make sure you have no open edges. (Though my tool still says I do even though I'm 100% sure I don't), but For me, that's about it. STL check isn't picking up intersecting triangles or edges or anything, but tool is and it's haveing major problems with those damn degenerat triangles.

Hmm. I merged the wrl debug thing with the original map and all the errors seem to be in places I was worried about originally. I think I know what I did to create them. I think I can fix them by just deleting everything near them, and rebuilding it. But now 3ds max is really slow. When I orbit around it takes 100% cpu useage. Shouldn't me graphics card be handling some of this/ If so, how do I make it? I have Gforce 7300 GT.
Edited by Vick Jr on Jul 6, 2008 at 12:26 PM


In 3D Studio Max 9:

Go to your "Customize" drop down menu from the top and select "Viewport Configuration".
Then just change the settings until you get the effect you want.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jul 6, 2008 07:24 PM    Msg. 8 of 10       
It's useing the right driver. It just goes slowly if there are too many objects in the scene. Hmmm.. should I get directX 10?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jul 6, 2008 07:28 PM    Msg. 9 of 10       
no just change the way u view things.
rightclik where is says perspective or user in that window, then view something other that smoothed with highlights or w/e it is.


MechWarrior001
Joined: Mar 13, 2007


Posted: Jul 6, 2008 07:30 PM    Msg. 10 of 10       
Quote: --- Original message by: Vick Jr
It's useing the right driver. It just goes slowly if there are too many objects in the scene. Hmmm.. should I get directX 10?


Also in order to use DirectX 10:

You have to find the section of code in XP the prevents it from upgrading to DirectX 10 and remove it.
You have to have hardware capable of rendering scenes in DirectX 10.

 

 
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