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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »A few more tings i need help with

Author Topic: A few more tings i need help with (23 messages, Page 1 of 1)
Moderators: Dennis

lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 22, 2010 07:28 PM    Msg. 1 of 23       
1. How do we make a map darker
2. How do we add fog to a map

plz help me out on this one does it include scripting?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 22, 2010 07:31 PM    Msg. 2 of 23       
ok you need to radioosity or lightmap it. if you want to do it the easy way get a map that is set to miday or nightish. out it as your sky run the lightmap. then change the sky to the one you want.


my way of adding fog to a map is go to the structure bsp look in there


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 25, 2010 11:15 PM    Msg. 3 of 23       
Couldn't read map file './toolbeta.map'

### first person firing.JMA
### first person idle.JMA
### first person melee.JMA
### first person moving.JMA
### first person ready.JMA
### first person reload empty.JMA
### first person reload full.JMA
### first person throw.JMA
the animation 'first person ready' must be an overlay.

model animation compression saved 0 bytes

is this supposed to happen when you comply the animations? Help anyone?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 25, 2010 11:33 PM    Msg. 4 of 23       
first-person ready is supposed to be a JMA. JMOs are overlays that play on top of other animations, such as first-person moving, first-person ammunition, and first-person overlays (duh).


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 26, 2010 07:17 PM    Msg. 5 of 23       
so did i do it right or no...


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 26, 2010 08:11 PM    Msg. 6 of 23       
Quote: --- Original message by: lolzar
so did i do it right or no...

If you did it right you wouldn't have the error.....
Open up your ready animation, re-export it as a JMA instead of a JMO, and delete the JMO file from your animations directory.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 09:22 PM    Msg. 7 of 23       
He has it as a JMA. What disturbs me more is that he has first-person firing, instead of first-person fire-1.


Advancebo
Joined: Jan 14, 2008


Posted: Jan 26, 2010 09:53 PM    Msg. 8 of 23       
Names of the animation file doesn't matter.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 10:19 PM    Msg. 9 of 23       
It does if you want it to play ingame... It may not for third person animations, but first person animations are based on the name of the animation. How else does the game distinguish between reload-full and reload-empty? Why can't we just put reload if we want to do the same reload animation for both?


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 26, 2010 10:27 PM    Msg. 10 of 23       
welllll whats wrong with the ready....my question hasnt been answered


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 10:31 PM    Msg. 11 of 23       
Does the model_animations tag not show up? The "ready should be a JMA" message is just a warning. Should play ingame.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:04 AM    Msg. 12 of 23       
Quote: --- Original message by: Gamma927
It does if you want it to play ingame... It may not for third person animations, but first person animations are based on the name of the animation. How else does the game distinguish between reload-full and reload-empty? Why can't we just put reload if we want to do the same reload animation for both?


Theoretically, when loaded into the program, it would mark which filenames you specified for what and work off of that.

Anyway, it said in the error that First Person Ready needs to be an overlay. Seeing as how it is a JMA and not a JMO, you should be re-exporting First Person Ready as a .JMO, I think.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:31 AM    Msg. 13 of 23       
The first person ready animation SHOULD be a JMA though, which is why his tool error is weird.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:38 AM    Msg. 14 of 23       
"Tool doesn't screw up, You do."

It may be unorthodox, but if tool says it needs to be a JMO, try it. If it's accepted, see if it works. If it works, it won't make sence, but it doesn't have to.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:44 AM    Msg. 15 of 23       
Tool does screw up. Yesterday, I spent fifteen minutes trying to figure out why it kept compiling JMA files when I had deleted them and / or moved them elsewhere. I had to reboot the command prompt before it would compile them correctly.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 10:00 AM    Msg. 16 of 23       
That was a quote, by the way, but from another thread.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 11:34 AM    Msg. 17 of 23       
Because I happen to read every single thread and remember every single quote.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 29, 2010 12:27 PM    Msg. 18 of 23       
a new problem ok i made my model animations right now when i put it into the animation graph of my gun this happens (when i comply the map)


culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\test\coagulation\coagulation' is 3.69M
tag headers and names are 0.26M
streaming model vertex and index buffers...done
streaming tags...................................done
writing vertex and index buffers...done 20.36M
writing tags...done (3511 tags for 11.24M)
total tag size is 14.93M (8.07M free)
Couldn't read map file './toolbeta.map'

the model 'weapons\92fs\92fs' and the animation graph 'weapons\m9elite\m9elite' don't match

the object 'weapons\m9elite\m9_elite' will not animate

the model 'weapons\m16 m203\m16m203' and the animation graph 'weapons\m16-gernadier\m16-gernadier' don't match

the object 'weapons\m16-gernadier\m16-gernadier' will not animate

meter element 0 for weapons\battle rifle\master rounds is not valid

WARNING: 47 clusters in structure_bsp levels\test\coagulation\coagulation have no background sound or sound environment.

compressing 152.67M...done
successfully built cache file.
Cache pack file bitmaps hits: 738 for 35.50M
Cache pack file bitmaps adds/misses: 570 for 78.36M
Cache pack file sounds hits: 548 for 9.71M
Cache pack file sounds adds/misses: 994 for 39.58M
Cache pack file loc hits: 52 for 0.11M
Cache pack file loc adds/misses: 13 for 0.01M







wtf?!?!?!!?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 29, 2010 07:50 PM    Msg. 19 of 23       
The third person animations for the model don't match, which is perfectly fine, as third person weapon models don't need to animate.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 29, 2010 09:45 PM    Msg. 20 of 23       
what do i have to do to make the tag comply and work D:


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 29, 2010 10:25 PM    Msg. 21 of 23       
Everything compiles fine in your debug. To change the FIRST person animations, you scroll down to where it asks for the first person animations.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 30, 2010 03:06 PM    Msg. 22 of 23       
in the model animation tag right


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 30, 2010 03:28 PM    Msg. 23 of 23       
You're trying to reference the fp model animations tag. Why would you try to put that in another model animations tag? It goes in the weapon tag.

 

 
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