
Matthew102
Joined: Jul 3, 2009
Freeze, Beotch
|
Posted: Jul 3, 2009 06:42 AM
Msg. 1 of 6
I get this when I build intermediate geometry, and it's my only idea of why my ground in sapien is all white, but there is a sky. I know it isnt my computer since I can see the tutorial map just fine in sapien. Here is the warning I get.
building intermediate geometry...
building collision geometry... reducing collision geometry... building collision bsp... reducing collision bsp... verifying collision geometry... verifying collision bsp... building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done
structure bsp "levels\horrid\Horrid"
Couldn't read map file './toolbeta.map' BSP has 1168 nodes, 549 leaves
### WARNING: randomly chose one of the 2 shaders called 'mtl #' (you should fix this!) 512 surfaces and 1536 vertices in 1 material groups
### WARNING: randomly chose one of the 2 shaders called 'mtl #' (you should fix this!)
0 portals, 1 clusters ### WARNING: randomly chose one of the 2 shaders called 'mtl #' (you should fix this!)
### WARNING: randomly chose one of the 2 shaders called 'mtl #' (you should fix this!)
70Kb collision data (4Kb vertices, 20Kb edges, 6Kb surfaces) ### WARNING: randomly chose one of the 2 shaders called 'mtl #' (you should fix this!)
92Kb render data (61Kb vertices, 12Kb surfaces,
15Kb nodes/leaves, 2Kb clusters)
0Kb pathfinding data
----------------------
183Kb (without debug information)
|
|
|

Headhunter09
Joined: May 6, 2008
This is the truth.
|
Posted: Jul 3, 2009 06:44 AM
Msg. 2 of 6
When you make shaders, don't leave them in the tags directory. Put them in your shaders folder in you map folder. As for this, you have two shaders named the samething or something. Try retexturing your map.
|
|
|

Matthew102
Joined: Jul 3, 2009
Freeze, Beotch
|
Posted: Jul 3, 2009 06:48 AM
Msg. 3 of 6
I really dont understand, I'm new to this.
|
|
|

chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
|
Posted: Jul 3, 2009 01:38 PM
Msg. 4 of 6
You never named your shaders. Give them the right name in max. Also, delete the shaders tool made. You want to make your own or use the ones that came with HEK before you run structure.
|
|
|

Matthew102
Joined: Jul 3, 2009
Freeze, Beotch
|
Posted: Jul 3, 2009 02:51 PM
Msg. 5 of 6
Do you mean the material editor where I place the bitmap? Also, I only made a shader_enviroment in Guerilla cause yayap's tutorial said to make that one, and name it "Horrid_ground.shader_enviroment".
|
|
|

goyanks135
Joined: Nov 13, 2005
|
Posted: Jul 3, 2009 06:09 PM
Msg. 6 of 6
Quote: --- Original message by: Matthew102 Do you mean the material editor where I place the bitmap? Yes. The material name in (g)max must be the exact same name as it is in your tags folder. It is helpful to create your shaders before you structure the map.
|
|
|