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Author Topic: Requiem - Extinction on Steroids (1498 messages, Page 36 of 43)
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ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 10, 2012 04:45 PM    Msg. 1226 of 1498       
post videos and/or screenshots from sapien, tool (when you compile structure bsp), and all the debug errors you get, and give a copy of the model to someone who may find a solution, good luck
Edited by ChBgt909 on Mar 10, 2012 at 04:46 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Mar 10, 2012 09:15 PM    Msg. 1227 of 1498       
Quote: --- Original message by: CAG Gonzo

Here are all the errors from the report:

03.10.12 16:00:52 Couldn't read map file './sapienbeta.map'

-I'm assuming this isn't referring to an experimental Dual BSP theory (parent > child) that was discussed earlier in this forum so there could be some name issues in either your object files you've transferred to this project.-

03.10.12 16:00:53 Could not initialize unknown device object 192 instance number 0 - Collection 0 - Game Pad
03.10.12 16:00:53 Could not initialize unknown device object 448 instance number 1 - Collection 1
03.10.12 16:00:53 Could not initialize unknown device object 704 instance number 2 - Collection 2
03.10.12 16:00:53 Could not initialize unknown device object 960 instance number 3 - Collection 3

-Now, i haven't seen the pieces of the map pertaining to devices so idk if these errors are referring to doors (auto doors, blast doors, door switches), effect triggers (sparks, flames, flickering lights, auto lights), or the walls you discussed placing around you mini map for CTF, oddball, king or whatever else you wanted to solely happen in the mini map. the device objects are numbered so it should be fairly simple to locate.-

03.10.12 16:00:53 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.

-This is fairly standard; you upgraded your graphics but forgot to beef up your audio hardware.-

03.10.12 16:01:20 WARNING: 168 clusters in structure_bsp levels\requiem\requiem have no background sound or sound environment.

-This one quite literally translates to BSP has no environment sound (chirping birds, or Campaigns' music)-


03.10.12 16:01:20 local player 0, weapon (0x0), deleted unexpectedly

-I'll be honest; i have no idea what would cause this but the idea of a spawning player biped starting off with no weapon(as the error suggests) is hilarious to me.-

03.10.12 16:01:21 ### ERROR unsupported shader type
03.10.12 16:01:21 ### ERROR rasterizer_transparent_geometry_group_draw failed

-These two translate very simply as your shaders are corrupt meaning, you've either edited them too many times or had their check boxes unchecked when you sent them through tool. If i recall correctly, max and gmax as well as most other editing programs run the same way that Photoshop does with layers; if the layers box for what you want to see isnt checked before you print it, that layer wont show.-

Edited by CAG Gonzo on Mar 10, 2012 at 04:15 PM


I hope this helped.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 11, 2012 02:46 PM    Msg. 1228 of 1498       
Quote: --- Original message by: Switchblade
Quote: --- Original message by: CAG Gonzo

Here are all the errors from the report:

03.10.12 16:00:52 Couldn't read map file './sapienbeta.map'

-I'm assuming this isn't referring to an experimental Dual BSP theory (parent > child) that was discussed earlier in this forum so there could be some name issues in either your object files you've transferred to this project.-

This "error" always shows up in everything. Just ignore it.

03.10.12 16:00:53 Could not initialize unknown device object 192 instance number 0 - Collection 0 - Game Pad
03.10.12 16:00:53 Could not initialize unknown device object 448 instance number 1 - Collection 1
03.10.12 16:00:53 Could not initialize unknown device object 704 instance number 2 - Collection 2
03.10.12 16:00:53 Could not initialize unknown device object 960 instance number 3 - Collection 3

-Now, i haven't seen the pieces of the map pertaining to devices so idk if these errors are referring to doors (auto doors, blast doors, door switches), effect triggers (sparks, flames, flickering lights, auto lights), or the walls you discussed placing around you mini map for CTF, oddball, king or whatever else you wanted to solely happen in the mini map. the device objects are numbered so it should be fairly simple to locate.-

All this means is that he has a gamepad (like a joystick) plugged in. Nothing useful here.

03.10.12 16:00:53 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.

-This is fairly standard; you upgraded your graphics but forgot to beef up your audio hardware.-
Sound card could use an upgrade. Nothing huge.

03.10.12 16:01:20 WARNING: 168 clusters in structure_bsp levels\requiem\requiem have no background sound or sound environment.

-This one quite literally translates to BSP has no environment sound (chirping birds, or Campaigns' music)-

Also inconsequential.

03.10.12 16:01:20 local player 0, weapon (0x0), deleted unexpectedly

-I'll be honest; i have no idea what would cause this but the idea of a spawning player biped starting off with no weapon(as the error suggests) is hilarious to me.-

Implies no collision geometry is present, AKA nowhere to place the player.

03.10.12 16:01:21 ### ERROR unsupported shader type
03.10.12 16:01:21 ### ERROR rasterizer_transparent_geometry_group_draw failed

-These two translate very simply as your shaders are corrupt meaning, you've either edited them too many times or had their check boxes unchecked when you sent them through tool. If i recall correctly, max and gmax as well as most other editing programs run the same way that Photoshop does with layers; if the layers box for what you want to see isnt checked before you print it, that layer wont show.-

Quite literally the shader type is incorrect. Try using a different tag type.

Edited by CAG Gonzo on Mar 10, 2012 at 04:15 PM


I hope this helped.


Try picking a random bitmap like tutorial metal or something that is fully set up and apply it to see if that works. That well tell you if it is the map or the shaders.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Mar 11, 2012 03:07 PM    Msg. 1229 of 1498       
Skidrow925 may be right, maybe you're using a shader type that is not supported by a bsp, it only supports shader_environment, shader_transparent_chicago, shader_water and shader_glass, as far as i know, someone correct me if i'm wrong, again, good luck.
oh and if you change/replace a shader, you will have to recompile the scenario, unless it is the same kind of shader.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Mar 14, 2012 10:20 AM    Msg. 1230 of 1498       
Changing all my shaders/materials and recompiling my scenario again! Oh my gosh! That sounds soooo fun!

Oh wait...

I'll get on that soonish. I have to fly out this weekend for personal business so I can't work on this for awhile. But thanks for the helpful information everybody. Hopefully this yields some encouraging results.


Ubergoober
Joined: Oct 11, 2010


Posted: Mar 14, 2012 11:08 AM    Msg. 1231 of 1498       
good luck to u sir! and full credit to u for ur perseverance!! just keep at it, u'll get there eventually and there r always more experienced people here to lend a hand.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Apr 2, 2012 12:55 PM    Msg. 1232 of 1498       
I have no updates. I received an EA for Field Training with the USAF this summer, so that'll take up 4 weeks of my summer. I'll hopefully be landing a government internship, as well. I will eventually mess around with the shaders, but so far any time I spend with Halo is going towards my next project, because building a 3D map is a heck of a lot more fun than staring at an existing map that is invisible ingame.

Anyone willing to mess with the shaders, speak up. I'll toss them in a zip and send you the link so you can mess with them to your heart's content. But wait! There's more! I'll also throw in the scenario_structure_bsp file (or whatever it's named) so you can tweak things in there, too. Good with portals? Call now to receive the source file to fix the portals! I have one individual who offered assistance, but they are using Max 8 and Max 2012 has somehow made it impossible to open my source in Max 8, so we're having compatibility issues at the moment.


JimDaRulah
Joined: Mar 26, 2012

It's been a while


Posted: Apr 2, 2012 01:25 PM    Msg. 1233 of 1498       
If you can, please fix the problem of both teams spawning in both bases. That is MAJOR problem on extinction, and one of the things I hate about the map.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Apr 2, 2012 07:36 PM    Msg. 1234 of 1498       
Quote: --- Original message by: CAG Gonzo
I have no updates. I received an EA for Field Training with the USAF this summer, so that'll take up 4 weeks of my summer. I'll hopefully be landing a government internship, as well. I will eventually mess around with the shaders, but so far any time I spend with Halo is going towards my next project, because building a 3D map is a heck of a lot more fun than staring at an existing map that is invisible ingame.

Anyone willing to mess with the shaders, speak up. I'll toss them in a zip and send you the link so you can mess with them to your heart's content. But wait! There's more! I'll also throw in the scenario_structure_bsp file (or whatever it's named) so you can tweak things in there, too. Good with portals? Call now to receive the source file to fix the portals! I have one individual who offered assistance, but they are using Max 8 and Max 2012 has somehow made it impossible to open my source in Max 8, so we're having compatibility issues at the moment.


well send me the tags and model if you want so i can see if i can help :D


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Apr 4, 2012 07:13 PM    Msg. 1235 of 1498       
seems like you're passing the torch. well it is better than letting it die but it's your map and your design so... to anyone else who gets a piece of this please try not to change anything design wise.


callum12341
Joined: Jan 18, 2008


Posted: Apr 30, 2012 12:26 AM    Msg. 1236 of 1498       
Anyone got the map from him yet and tried to fix it?


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: May 1, 2012 10:19 PM    Msg. 1237 of 1498       
in my last post i told him to send me the files... he didn't... maybe he gave them to someone else, who knows


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 1, 2012 10:34 PM    Msg. 1238 of 1498       
No. I've been buried with finals. I thought I'd have a free weekend to send the files out but it turned out I had a service project one weekend, work the next, Survival Day for AFROTC the next, and driving school after that. In between I've been working my behind off and what little free time I've had has been spent sleeping or playing a few games of Reach.

Summer fast approacheth, but I will be at USAF Field Training for the first month of it. When I return, then I will be free to work on this some more. But before then comes exam week, a period of little activity save for studying. I will make it a goal to get the sources out to the right hands before I depart for FT.

I'm really sorry for such blatant lack of involvement in my own project; I know a lot of people were, and maybe still are, excited about this like I am. Too much effort has been put into this to simply give up. One way or another, this map is getting released, even if I don't finish it myself. I'll post the files on halomaps if that's what it takes.

EDIT: I have the most recent Max 2012, jms, and scenario with structure_bsp tags on dropbox.com. PM me if you are interested in helping rectify the problems.
Edited by CAG Gonzo on May 6, 2012 at 02:32 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jun 4, 2012 06:13 PM    Msg. 1239 of 1498       
Quote: --- Original message by: Bungie LLC
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=40923



way to be nice...
Edited by ChBgt909 on Jun 4, 2012 at 06:14 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jun 4, 2012 07:13 PM    Msg. 1240 of 1498       
Quote: --- Original message by: Bungie LLC
Oh yes, my enlightenment is in abundance. I am merely advertising for the newest extinction project I have donned. It is a very nice gestrue.


well looking forward to see your map done, i like the idea


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Jun 5, 2012 04:19 AM    Msg. 1241 of 1498       
With the 3 teams submitting 3 seperate designs of the map. It would be voted on by three senior members of the community (Dennis, Higuy and Masterz, anyone?). These are experienced members, and so they could help make it better.

Really Dennis just because he's the forum master.

Otherwise, I suspect there would be too much infighting on what to do.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Jun 5, 2012 05:51 AM    Msg. 1242 of 1498       
Requiem isn't actually Extinction. It's an entirely new design, Bungie LLC.

Let this map be made while you work on Extinction 2.0 seperately. ;)


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Jun 5, 2012 09:47 AM    Msg. 1243 of 1498       
Dennis? Yes. Higuy? .... NO. Masterz? ...Maybe...

Also I really only see two re-makes. What is the third?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 14, 2012 06:42 PM    Msg. 1244 of 1498       
I'm renaming my map. Requiem is way too popular, for some reason. I'm actually tempted to add more stuff to the map just for the heck of it, but that does little for the sake of releasing it. Speaking of which, I have a dropbox account that has a ZIP of everything Requiem-related, ready for download. If you are interested, PM me for the link. I honestly don't think I can do anything more from my end with the knowledge (or lack thereof) I have.

I'm open to collaboration, but no major overhauls of either Extinction or my map.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 22, 2012 03:29 PM    Msg. 1245 of 1498       
ok i was able to use your jms to import your map and so far the only problem i see is some degenerate triangles that you need to fix in order to run lightmaps. once you fix those then run lightmaps, you should be able to see your map. i'll show you the triangles you need to fix in a sec. to fix them just re-texture them and they should be good.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 22, 2012 03:51 PM    Msg. 1246 of 1498       
Doth mine own eyes deceiveth me? It would appear as if it is success you speak of. Pray tell, good sir, is this account accurate? It was but a handful of poorly textured faces that were my problem?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 22, 2012 03:59 PM    Msg. 1247 of 1498       
yea just get on xfire. i dont have much time today. your portals compiled perfectly i was one step away from viewing it in sapien when i was doing the lightmaps and boom degenerate triangles.

oh and by the way i love the map. the detail is so sexy.

:Edit
Edited by darkassassin14 on Jun 22, 2012 at 04:10 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jun 23, 2012 06:34 PM    Msg. 1248 of 1498       
yay! i'm waiting for some pics :D


nick347b
Joined: Jan 27, 2011

Knick | PÕQ Admin


Posted: Jul 13, 2012 01:06 AM    Msg. 1249 of 1498       
Success? SUCCESS?!?

I am still patiently dying inside for this map to be released, if it can be finished. Good work you guys, and good luck Gonzo!


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Jul 14, 2012 07:25 PM    Msg. 1250 of 1498       
I saw him on xfire some but... Has anyone seen hide or hair of this project?


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jul 14, 2012 09:32 PM    Msg. 1251 of 1498       
He told me to add him on xfire, so I did, and we were able to cnverse briefly before he had to depart. He wanted to give me the files with the actions he took to correct the errors and told me to map a few triangles here and there then run the thing through radiosity. I haven't gotten the files yet, so I haven't done anything. If anyone sees him, tell him to xfire or PM me so I can try and get this thing back in its feet.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jul 28, 2012 04:36 PM    Msg. 1252 of 1498       
just sent a PM with the file you need. sorry i wasn't available for so long. army stuff.


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jul 28, 2012 08:13 PM    Msg. 1253 of 1498       
Got it. I believed I've fixed all the errors. I thought I'd piece my map back together, so I removed the dummy skybox, re-attached all the pieces, and welded vertices. There were no open edges aside from those present on lights, yet tool is saying there are open edges where I once had separate entities, i.e. when I detached the sky geometry, and a particular ID which was giving me issues. Tool is acting as if these faces haven't been reattached despite the fact that Max 2012 says there are no open edges (again, aside from those of lights).

I'm going to try using a dummy skybox again. In the meantime, anyone have any clue as to why tool is being retarded yet again?

EDIT: Silly me. I forgot to switch the materials from my non-collidable set to the release set. I'm exporting now; I imagine this should solve the open edge errors, and hopefully there will be no other issues precluding a successful tool radiosity pass.
Edited by CAG Gonzo on Jul 28, 2012 at 08:23 PM


Ubergoober
Joined: Oct 11, 2010


Posted: Jul 29, 2012 01:00 AM    Msg. 1254 of 1498       
Excellent, good for you Gonzo for not giving up! All too often people have hit a wall and just given up all together, but you didn't, props to you sir!


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jul 29, 2012 01:26 AM    Msg. 1255 of 1498       
Quote: --- Original message by: Ubergoober
Excellent, good for you Gonzo for not giving up! All too often people have hit a wall and just given up all together, but you didn't, props to you sir!


Thanks! I hate that it's taken over two years just to try and get this to the Sapien stage, but at least there are still those out there that eagerly await the release!

Update: switching the material set solved my open edge errors. I have what appears to be a clean build scenario file, but I still have 14 degenerate triangles. Normally, I could just fix these, but for some reason they persist. I've already applied a decent mapping. I'm going to try rebuilding them. But if that doesn't work, then I'm not sure what to do.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 29, 2012 11:25 AM    Msg. 1256 of 1498       
Try welding at 0.01


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jul 29, 2012 11:47 AM    Msg. 1257 of 1498       
Quote: --- Original message by: Higuy
Try welding at 0.01


Already did. My open edges are gone. I have 14 degenerate triangles that refuse to disappear. I rebuilt the faces, remapped them, and even moved them, and discovered something: the imported WRL made from the radiosity process is showing the errors in their old positions, not their current positions, so somewhere along the way an update failed to occur. It may have something to do with OS...apparently tool isn't building my a SCENARIO_STRUCTURE_BSP file like it should so tool kept using an older version made months ago. It's not creating one at all. The structure command leaves nothing new in my tags folder.

I can't find uninstall instructions on the OS project page. I thought it was as simple as removing a particular file from my CE root, but I do not remember which one.

EDIT:

Silly me...again. My included fog planes are not properly setup and were causing an error. The way that error was reported, however, was confusing, so I simply assumed the build was successful despite the obvious lack of final build information...been a long time since I've been working with CE. Does it show?

Anyway, tool is running radiosity (0 0.9). Hopefully this works and the map is correctly rendered in Sapien. Profit!
Edited by CAG Gonzo on Jul 29, 2012 at 12:54 PM
Edited by CAG Gonzo on Jul 29, 2012 at 12:59 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Jul 29, 2012 01:16 PM    Msg. 1258 of 1498       
can't wait to see come pics of this in game :D
will you protect the map?
Edited by ChBgt909 on Jul 29, 2012 at 01:18 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jul 29, 2012 01:19 PM    Msg. 1259 of 1498       
I certainly hope it's worth the wait. I ran radiosity successfully but forgot to set the map to multiplayer and choose a sky. I'm running it again with clear afternoon as the sky. Hopefully stuff shows up. The previous radiosity pass only showed the lights, no geometry, and when I panned the camera I got rasterizer draw errors. Fingers crossed.

EDIT:

SUCCESS!!!!!!!!!! The map! It can be seen in all of its glory! Portals suck, though, so it makes it nearly impossible to take it all in at once, but it still works! Pictures to follow!

I'm going to need some help setting up portals correctly so the map isn't displayed as a jagged mess of triangles. Also, I need some clever and skilled artists to whip up a ground bitmap and blend it nicely with a cliff bitmap. The irony of that is that my brother is an art major and could actually do all of that but chooses instead to stare at funny internet pictures.

Lastly, the scale of this map is STILL huge. It feels bigger than Extinction even though it's about the same size. That said, I think I'm going to overhaul the map again. I plan on making it smaller and more compact so that the polys saved in size can be applied to detail. As it stands, the map is still way too open, so more cliffs, hills, and structures are needed. The existing minimap is too large and the connecting paths are even bigger, so the whole map kind of feels like you're playing in a scaled up map instead of a normal-sized map.

More Forerunner structures are needed/wanted. I played The Ark last night and spent an hour
drooling at the architecture. I've got some good ideas. The idea is to have plenty to look at, plenty to visit, and plenty to do while still maintaining an "open sky" element as in Extinction (meaning the skies are relatively uncluttered, permitting dogfights and other aerial engagements to take place with plenty of space, but I also need to add some aerial cover. Right now, the only major aerial cover are the perimeter cliffs and walls, and the POA ship once added. Taller cliffs are necessary to allow pilots to take shelter if need be. So, the sky height will be lowered, which means the perimeter walls and cliffs will be shorter, thus freeing up polys.

So, a nice, sexy overhaul is inbound to spice this map up. I want to post pictures soon so you can see the semi-amazingness of it all. I'll also try and post a picture of the overhaul draft to get some feedback before commencing.

Quote: --- Original message by: ChBgt909

can't wait to see come pics of this in game :D
will you protect the map?
Edited by ChBgt909 on Jul 29, 2012 at 01:18 PM


At this point, I do not know. I was originally planning on it. It'll probably be protected for the first few months of release so I can get a chance to fix bugs or other issues if necessary, then unprotect it once satisfied with the build.

I've been flying around in the map (yes, it was built successfully!) to get a feel for the size. Still huge. I want to make a video of me flying around the map but I'm at a loss as to which program to use. Fraps is cut to 30 seconds, and I'm not about to make a buttload of 30 second clips. I've tried a few others, but they can't record Halo, even in windowed mode. VLC came close, but it recorded at 1 FPS at a resolution lower than dirt.

Edited by CAG Gonzo on Jul 29, 2012 at 01:40 PM
Edited by CAG Gonzo on Jul 29, 2012 at 02:08 PM
Edited by CAG Gonzo on Jul 29, 2012 at 02:27 PM
Edited by CAG Gonzo on Jul 29, 2012 at 06:30 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 29, 2012 09:16 PM    Msg. 1260 of 1498       
Take some pictures at least man! I want to see this thing in action

 
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