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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Map #2... doesn't work :(

Author Topic: Map #2... doesn't work :( (8 messages, Page 1 of 1)
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D3C3P7I0N
Joined: Apr 15, 2009

Taste my 'NOOB POWER!!!'


Posted: Sep 25, 2009 04:16 PM    Msg. 1 of 8       
alright i'm in gmax, and i've done all the creation and watnot, but I can't seem to get the ground picture ( you know the picture you use for the ground/walls ) to work... when I go to use tool it says it can't find the picture or something like that. I thought I must have used the wrong extension (.jpg, .jpeg, etc.) but no matter what I tried it wouldn't work. Any suggestions?


Your Fellow gamer,
D3C3P7I0N



EDIT: also, i used a program to merge two pictures... that's the pic. i used so are you just not supposed to merge two pictures or something? Please help me it took me like 2 weeks to get this far so i don't want to have to start all over again!
Edited by D3C3P7I0N on Sep 25, 2009 at 08:26 PM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 26, 2009 01:35 AM    Msg. 2 of 8       
your post is confusing so help us out so we can help you... lemme see if i got this right

your done modeling and texturing in max and trying to compile your bitmaps in tool
(you typed: tool bitmaps levels\test\mapname\bitmaps) and that's what's giving you an error.

is that about it?

you can merge two pictures (layers?) but you must flatten them in order for them to be in .tif format. all pics must be in .tif format or they won't work. can't be .bmp, .jpg, .gif, etc... must be .tif

also, they must be power of two sizes e.g. 256x256, 512x512, 1024x1024

go to your CE folder and open up debug.txt then copy/paste the last section in here.


D3C3P7I0N
Joined: Apr 15, 2009

Taste my 'NOOB POWER!!!'


Posted: Sep 26, 2009 03:21 PM    Msg. 3 of 8       
yeah you pretty much got it...

i'll see if that works thanks




EDIT: i looked at it and i have it in the right format (.tif) but i'm not exactly sure how to adjust the size so that its one of the sizes you posted... i'm using vista, so is there any program on my computer or one that i can download to adjust the size alone?
Edited by D3C3P7I0N on Sep 26, 2009 at 03:27 PM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 27, 2009 12:08 PM    Msg. 4 of 8       
every image editing program can do that. take your pick...although i don't know what's available for vista.


D3C3P7I0N
Joined: Apr 15, 2009

Taste my 'NOOB POWER!!!'


Posted: Sep 29, 2009 11:05 PM    Msg. 5 of 8       
All Right... I Changed the size of the picture, and that worked and allowed me to continue. But when I got to the part where I had to Create the scenario file (nameofmap.scenario) in tool i couldn't get it to work. It kept saying something about "choose the shaders or shading of your map (1-9)" I would choose a number (i tried all of them and got the same thing) it would say: "Some Shaders Are Not Defined". I Went to DEBUG.TXT and this is what it said in the last paragraph:


09.29.09 21:53:20 tool pc 01.00.00.0609 ----------------------------------------------
09.29.09 21:53:20 reference function: _write_to_error_file
09.29.09 21:53:20 reference address: 42ca20
09.29.09 21:53:20 Couldn't read map file './toolbeta.map'
09.29.09 21:53:28 some shaders were not defined





on every time and number I tried it on... I'm not sure what's happenning, but if I left out something important that anyone needs to know just tell me and i'll try to give you that information,


Thank you again for your help,
D3C3P7I0N


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 30, 2009 12:49 AM    Msg. 6 of 8       
it's normal.

the simplest thing is to create your shaders beforehand. it's technically not asking that for the scenario, it's for the bsp. anytime you make changes to the shaders you have to rerun 'structure' or they will not change because they're automatically written into the bsp tag. if it has no shaders it won't make a bsp.

simple of it: make your shaders first. then run structure. or, since you've already selected shader types, just hit up (arrow) and enter, to run structure again. it will compile the very next time


D3C3P7I0N
Joined: Apr 15, 2009

Taste my 'NOOB POWER!!!'


Posted: Sep 30, 2009 05:46 PM    Msg. 7 of 8       
Not to sound like an amateur... (this is my second map if you didn't notice the name), but i have absolutely no idea how to make the shaders before hand. If you, or anyone else, knows how or knows a tutorial that explains how please tell/post link about it.

Thanks again


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Oct 1, 2009 11:52 AM    Msg. 8 of 8       
once you've compiled your bitmaps in tool open guerilla and follow this:

1. File >new>shader_environment (most likely the one you'll be using, for standard textures like grass rocks etc....)

2. check simple under "flags" ...your choice, i never do but many tuts will tell you to and pick material type...self explanatory.

3. under MAPS, click "..." for "base map", navigate to tags\levels\test\yourmapname\bitmaps and pick the bitmap you want to make the shader for.

4. detail maps and secondary detail maps scale: if you tiled your texture in max, leave the scales set to 0, if not, play around with it until you get the desired effect, all this does is tile the detail map into your texture. 0-1 will give detail to texture ratio of 1:1, 4 will give 4:1.

5: choose detail maps. you don't have to but if you want to preview them go to data\levels and open up the folders there (e.g., b40\bitmaps). you will see detail maps like "grass_detail.bitmap. in guerilla, you will go to tags\levels\etc... and pick detail maps from there.

6: there are lots of setting to play with, sunny made a tutorial to explain most of them:
http://hce.halomaps.org/index.cfm?pg=3&fid=1233

7. save the shader with the exact same name as the bitmap you're making it for.

 

 
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