
videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 8, 2008 10:39 PM
Msg. 1 of 16
I ma having a lot of problems with compiling the Scenario file in tool.exe. since i can not figure out how to post a Picture from me computer correctly i am going to try and describe the issue to the best of my ability's.... so here is is: i have made my Halo map in Gmax and have used chimp 1.6 and have made and edited the .jms file chimp made and have complied the bitmaps using Tool.exe and have made the environment shader and then gotten to the part where you try and make a .scenario file and have gotten stuck at this process... heres what is tool is saying to me: building intermediate geometry... choose a type of shader 'blood cliff rock': 1. shader_environment 2. shader_model 3. shader_transparent_generic 4. shader_transparent_chicago 5. shader_transparent_chicago_extended 6. shader_transparent_water 7. shader_transparent_glass 8. shader_transparent_meter 9. shader_transparent_plasma
and i have tryed making a environment shader for the "blood cliff rock" but i am not sure if i am doing it right... and not been victory HOW DO I FIX IT? i have spent a whole night trying to fix the annoying issue and have not been victorious. can any one help me out in this minor crisis?
thanks
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black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
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Posted: Dec 9, 2008 09:10 AM
Msg. 2 of 16
....
shader_environment = environment shader.
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ESG SLAYER
Joined: Sep 25, 2008
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Posted: Dec 9, 2008 11:55 AM
Msg. 3 of 16
In this case, you choose "shader_environment" for each bitmap. Once the shaders and scenario are created, open up each bitmap shader in Guerilla and set the base map as the shader's respective bitmaps, detail maps to your desired detail maps in tags\levels\b30 and then change your primary and secondary map scale values to 25. Once you save the shaders and run radiosity, the textures should appear. Edited by ESG SLAYER on Dec 10, 2008 at 10:04 AM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 9, 2008 01:44 PM
Msg. 4 of 16
Quote: --- Original message by: ESG SLAYER In this case, you choose "shader_environment" for each bitmap. Once the shaders and scenario are created, open up each bitmap shader in Guerilla and set the base map, detail maps to your desired detail maps in b30 and then change your primary and secondary map scale values to 25. Once you save the shaders and run radiosity, the textures should appear. you kinda did not read my text correctlly... i said that i can't make the Scenario file. and you said that "Once the shaders and scenario are created" and i can't seem to do that because the stupid error that Tool.exe is giving me. So please tell me how to fix the Tool error then i will beable to make that Scenario file. how do i do fix the error? by the way thanks for the answer to my post Videoman Edited by videoman on Dec 9, 2008 at 01:44 PM
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ESG SLAYER
Joined: Sep 25, 2008
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Posted: Dec 9, 2008 02:15 PM
Msg. 5 of 16
Are there any error messages posted in your debug.txt file? If so, then please post them here. Edited by ESG SLAYER on Dec 9, 2008 at 02:15 PM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 9, 2008 07:28 PM
Msg. 6 of 16
Quote: --- Original message by: ESG SLAYER
Are there any error messages posted in your debug.txt file? If so, then please post them here. Edited by ESG SLAYER on Dec 9, 2008 at 02:15 PM Here is the Debug 12.09.08 16:36:55 some shaders were not defined 12.09.08 16:36:57 tool pc 01.00.00.0609 ---------------------------------------------- 12.09.08 16:36:57 reference function: _write_to_error_file 12.09.08 16:36:57 reference address: 42ca20 12.09.08 16:36:57 Couldn't read map file './toolbeta.map' hope this helps...
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ESG SLAYER
Joined: Sep 25, 2008
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Posted: Dec 9, 2008 09:32 PM
Msg. 7 of 16
Quote: --- Original message by: Stan When that message comes up, all you have to do is - select 1 and hit enter hit the up arrow to reload tool hit enter and tool should run through.
Tool will not make the shader for you but your scenario should be created.
Minimize tool and go to your halo ce program file go to tags\levels\your map folder and open it up rick click and create a new folder named “shaders” close out halo ce
open guerilla and go to file new scroll down and select “shader environment” hit ok under radiosity properties select “simple parmeterization” under physics properties change material type to “stone” under diffuse properties base maps but you bitmap “tags\levels\your folder\bitmaps\your new bitmap Primary detail map “tags\levels\b30\bitmaps\detail cliff rock Secondady detail map “tags\levels\b30\bitmaps\detail rock sandstone Under bump properties change bump map scale to say “.3" Bump map “tags\levels\b30\bitmaps\detail cliff rock bump (You can play around with the details and bump) go to file save as and save in your new shader folder “shader name should be the exact same name as you bitmap”
you are now set to run “tool lightmaps levels” with tool
What did you do to blood cliff rock, you should not have to make a shader to the standard in game bitmaps? If this does not work, ESG SLAYER is right post “your map.wrl” which can be found under halo ce This is true, although when I was making a more recent map, I used both the Blood Gulch ground and cliff textures and Tool made both shaders and placed them in my tag root directory, so I didn't need to make a shaders folder in my map folder. Regarding the debug.txt entry, I find it strange that there's no message that would relate to the inability for Tool to make the scenario. I recommend that you keep trying. It may help to make sure that your file structure is properly set up and the map model is done with as few errors as possible. Otherwise, I can't help you. Good luck!
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 10, 2008 07:42 AM
Msg. 8 of 16
Hey thanks for the help! i have another question for you: when ever Tool.exe makes the Shader environment do i edit them in Guerilla? how is so what do i edit in the file?
Now the Tool.exe window is saying something about "###WARNING found #399 degenerate triangles. and then it say the same thing as in my first post. so how do i fix it? Edited by videoman on Dec 10, 2008 at 07:50 AM
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ESG SLAYER
Joined: Sep 25, 2008
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Posted: Dec 10, 2008 10:02 AM
Msg. 9 of 16
Quote: --- Original message by: EnergyShoes117 no you dont edit them in guerila. Actually, you do when you have to set the base map, primary and secondary detail maps as well as the map scales. You can often get better quality textures by doing these changes. If you want to know how to edit the shaders, refer back to my first post on this thread. When you got the error message referring to the 399 degenerate triangles, this means that there are a lot of problems with your map model. To fix them, import the .wrl file created in your Halo Custom Edition root directory and correct the errors. You should also make sure that your map textures are correctly showing on your map model before you export it. Edited by ESG SLAYER on Dec 10, 2008 at 10:03 AM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 11, 2008 08:32 AM
Msg. 10 of 16
Quote: --- Original message by: ESG SLAYERQuote: --- Original message by: EnergyShoes117 no you dont edit them in guerila. Actually, you do when you have to set the base map, primary and secondary detail maps as well as the map scales. You can often get better quality textures by doing these changes. If you want to know how to edit the shaders, refer back to my first post on this thread. When you got the error message referring to the 399 degenerate triangles, this means that there are a lot of problems with your map model. To fix them, import the .wrl file created in your Halo Custom Edition root directory and correct the errors. You should also make sure that your map textures are correctly showing on your map model before you export it. Edited by ESG SLAYER on Dec 10, 2008 at 10:03 AM i am having trouble figuring out how to actually import the .wrl into Gmax. can you help me figure how to import the .wrl? And what sequence do i go through to actually to import it?
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ESG SLAYER
Joined: Sep 25, 2008
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Posted: Dec 11, 2008 10:01 AM
Msg. 11 of 16
To be honest, I've never actually had to import the .wrl file into my own copy of Gmax. Whenever I model a map and it comes out with errors, I usually start over and keep starting over until it has no errors. I don't know of the EXACT process of importing a .wrl, but I think that the best way to do it in Gmax is to do the following. 1. When you have your map model open, click on "File" at the top. 2. Locate "Import" on the drop down list and click it. 3. Select the "mapname.wrl" file and choose to open/import it. If this doesn't work, it may help to get a Gmax .wrl importer. It can be found at http://hce.halomaps.org/index.cfm?fid=3525 (Just follow the instructions given with the file to know how to use it). If none of these things work, you may need to ask somebody else how to import the .wrl into Gmax because I have no experience in doing so. Anybody that knows how to do it can feel free to correct me if I'm wrong. Good luck!
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 11, 2008 10:17 PM
Msg. 12 of 16
Hey ESG SLAYER tried your suggestion and i am running into a bit of difficulty. when i downloaded and installed the WRL importer i tried importing the WRL and for some odd reason Gmax freezes but the weird thing about it freezing is that all the map views and some of the buttons are like... flashing like the load light on the physical outside part of a computer. Weird huh? and i remade the WRL with tool.exe and that did not work ether. So how do i fix the "Import WRL" problem? o you know how to do it?
thanks
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Dec 11, 2008 11:06 PM
Msg. 13 of 16
a ###WARNING is different from an ###ERROR errors will kill your map unless you fix them but warnings should not bother your map at all... ive modeled weapons with degenerate tri's and it doesnt do anything... cant remember if it affects maps tho its been a long time since i made one.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 12, 2008 07:48 AM
Msg. 14 of 16
Quote: --- Original message by: UnevenElefant5 a ###WARNING is different from an ###ERROR errors will kill your map unless you fix them but warnings should not bother your map at all... ive modeled weapons with degenerate tri's and it doesnt do anything... cant remember if it affects maps tho its been a long time since i made one. Hey UnevenElefant5 I am not sire if you read my last post but... The answer you gave me was not what i asked. Can someone please tell me how do i import the WRL properly? because all it does when i use the program from Halo maps is freeze up and most (if now all) the buttons start flashing.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 14, 2008 09:12 PM
Msg. 15 of 16
Hey there is there a auto Fix option in Gmax? because that would be really handy, if you know what i mean. anyways hope there is...
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Dec 16, 2008 10:00 AM
Msg. 16 of 16
Oops my bad I thought you were asking for how to fix the degenerate tris... About the wrl importer chimp v1.6 also has an import wrl function so you could try that if you didn't already
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