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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Creating a Multipurpose map for Gurilla...how?

Author Topic: Creating a Multipurpose map for Gurilla...how? (14 messages, Page 1 of 1)
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videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 07:34 PM    Msg. 1 of 14       
I am working on a vehicle that is giving me some trouble. Here's the Scoop:
There are 4 multi sub-objects and each multi sub-object has one material to it. I am doing this because i do not know how to make a multipurpose map for Gurilla. and here's the thing...every time in compile the main model with standard material setup. I get a tool material error problem. but when i use the multi sub-object setup...i dont get that error. But when i use the 4 multi sub-objects method i get a blue streak error that says: Unknown Property: "name" in undefined. But when i make a multi sub-object with all the texture in it it works fine, but then there's the part when making the shader. When i compile the model in tool, it asks about one shader, just one and not four (that is if i dont make one myself). So apparently from my understanding, when you create a multi sub-object in 3ds max tool thinks its under all one shader. and from what i have been told when using this method you need to create a multipurpose map for Gurilla. But how? That's my question: How do i make a multipurpose map for Gurilla?

Thanks

Videoman


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 07:46 PM    Msg. 2 of 14       
When you're compiling the model in tool, it asks for one shader and that's it? Did you re run the command and see if it asked for another shader?

Multipurpose maps are used for color change (how there are different colors for each team in MP, different elites and grunts in SP, etc.) specular (shiny) and self-luminosity. This isn't what you need.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 07:48 PM    Msg. 3 of 14       
ya.....just one shader....no more


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 07:57 PM    Msg. 4 of 14       
And it asks for the same shader correct? If that's the case, sorry I can't help you anymore than that now... Normally I'd go make a quick test but I'm unable to for the time being.

If it's asking for a different shader, just repeat the command for all of the shaders, then once more after. Or you can try just making blank shader tags/copy others and rename them to what you need. You'd place them where tool created that one, then open up the .gbxmodel tag and at the bottom there shall be a section for shaders. There should be four sections in there, make sure they're pointed at the correct shaders that you made. If there's only one option then as I said above, sorry..
Edited by Caboose117 on Nov 8, 2010 at 07:57 PM


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 09:21 PM    Msg. 5 of 14       
Ok.....i was able to fix it...but now i have another question (it kinda does not relate the this topic and kinda does). Like i said before i am currently making a mech but have run into problem/question. Here's the question:
When compiling a collision model.....does it also read the physics model also? Because when i compile the collision model (which is a assortment of boxes).....it seems that is shows open edges even though they dont exist. I think they are from the actual model and not the collision model. My theory is that when anyone person compiles the collision model it also reads this .physics model. I can also back this up because when i copied (just as a test) physics model from the collision model it gives a "old material" tool error(s). So this is what i am thinking. When you compile the collision model it is also reading the physics model (and maybe even the main model).


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 09:34 PM    Msg. 6 of 14       
It doesn't read the .physics, that's an entirely different thing. However, you said you think it could be coming from the original model; surely you aren't exporting the original mesh along with the collision model? Your collision jms file should only be those boxes.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 09:38 PM    Msg. 7 of 14       
That's the thing..its only the boxes and nothing else.....which i dont get at all



could it be because there are overlapping faces? Could that be the problem?
Here's a picture i JUST uploaded:
http://img710.imageshack.us/img710/928/weirderror.png
Edited by videoman on Nov 8, 2010 at 09:45 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 09:54 PM    Msg. 8 of 14       
That's interesting. Did you import the wrl correctly? Meaning correct options ticked/unticked? Not that it matters, that seems to be an impossible shape for a bunch of boxes. Hmm... You're 100% sure there's nothing else in that scene? If you're sure, try what you said about overlapping faces, although I don't think that'd cause it. If you still have a problem, try with a single box and see what happens.

In response to your PM, I no longer have xfire, computer I did have it on isn't working, and I'm trying to avoid installing applications on here, as it isn't mine.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 10:18 PM    Msg. 9 of 14       
Well now i am getting this:


http://yfrog.com/1fweirderror2p


The image says all
Edited by videoman on Nov 8, 2010 at 10:18 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 10:45 PM    Msg. 10 of 14       
If you think it's reading the physics.jms, remove it from that folder, place it somehwere else for the time being. You'll still have that problem.

Don't think you need materials on a collision model, that I think can cause that problem. I can't exactly remember what that one means though.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 10:54 PM    Msg. 11 of 14       
well that's the thing....when i go and do not have textures..i get a error from Bluestreak saying: No "get" function. But when i have textures.....that solves the problem. What am i doing wrong?

why cant someone just make a Blitzkrieg for 3ds max 20010?....is it that hard to do so? or does nobody have time to do it?
Edited by videoman on Nov 8, 2010 at 10:55 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 11:16 PM    Msg. 12 of 14       
Going by what you posted, it's because nobody has 3ds Max 20010, not even Autodesk...

In all seriousness, I don't think anyone knows how to... I have no idea how a Maxscript works, and even if I did, I still can't grasp the concept of different file types and how they're interpreted by a computer.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Nov 8, 2010 11:20 PM    Msg. 13 of 14       
lolz....sorry was typing kinda quick. I meant 3ds max 2010.....not 3ds max 20010. Sorry about that.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Nov 8, 2010 11:26 PM    Msg. 14 of 14       
Oh no big deal at all, I was just messing with ya.

I really wish my computer was still working, I'd be able to make a quick test and try to duplicate the problems...

 

 
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