
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 21, 2011 04:07 AM
Msg. 1 of 15
All I have in my map is one cmt combat a elite, 16 spawn points, a silenced smg, a ma5k, and a box bsp. When I try to compile in tool, it gives me something about cache size being too big.
Here's debug: 05.21.11 20:04:16 tool pc 01.00.00.0609 ---------------------------------------------- 05.21.11 20:04:16 reference function: _write_to_error_file 05.21.11 20:04:16 reference address: 42ca20 05.21.11 20:04:16 Couldn't read map file './toolbeta.map' 05.21.11 20:04:19 the model 'cmt\weapons\human\ma5k\ma5k' and the animation graph 'cmt\weapons\human\ma5k\assault_rifle' don't match 05.21.11 20:04:19 the object 'cmt\weapons\human\ma5k\ma5k' will not animate 05.21.11 20:04:24 WARNING: 1 clusters in structure_bsp levels\tester\tester have no background sound or sound environment. 05.21.11 20:04:24 loc: Tried to add item ui\hud\hud_item_messages with different size (3728) than expected (3636).
Nothing useful in there, so I wondered if there was anything I was doing wrong.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: May 21, 2011 05:15 AM
Msg. 2 of 15
I'm guessing that your problem lies elsewhere because nothing in your debug is even relevant to this. As a matter of fact, none of those should even give you any problems at all.
I would say your best bet is to troubleshoot until you find what's causing the problem. I would suggest(In this order):
1) Check the HEK Try compiling another map unrelated to this one to make sure it's not an HEK problem.
2) Check the BSP Try compiling your custom map with nothing on it.
3) Check the tags Add one of the tags, such as the ma5k and see if it still compiles.
4) Check the tags cont... Repeat step three for ever tag your trying to place one at a time.
If one of the tags does not allow the map to compile, try emptying your map and try placing just that tag to see if it is still causing a problem.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 21, 2011 07:07 AM
Msg. 3 of 15
item ui\hud\hud_item_messages
is the problem. you need to go back into the tag and change its size back to what it wants in tool... I had to do this once, I forget how.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: May 21, 2011 08:24 AM
Msg. 4 of 15
I get that error all the time and it never causes any problems.
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: May 21, 2011 09:47 AM
Msg. 5 of 15
Quote: --- Original message by: rerout343 I get that error all the time and it never causes any problems. Also confirming this.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 21, 2011 09:53 AM
Msg. 6 of 15
I think it's because those CMT tags are so huge. Make sure you're not referencing uneccesary tags in your globals and palettes and stuff.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: May 21, 2011 10:29 AM
Msg. 7 of 15
Quote: --- Original message by: spartan314 05.21.11 20:04:16 tool pc 01.00.00.0609 ---------------------------------------------- 05.21.11 20:04:16 reference function: _write_to_error_file 05.21.11 20:04:16 reference address: 42ca20 05.21.11 20:04:16 Couldn't read map file './toolbeta.map' 05.21.11 20:04:19 the model 'cmt\weapons\human\ma5k\ma5k' and the animation graph 'cmt\weapons\human\ma5k\assault_rifle' don't match 05.21.11 20:04:19 the object 'cmt\weapons\human\ma5k\ma5k' will not animate 05.21.11 20:04:24 WARNING: 1 clusters in structure_bsp levels\tester\tester have no background sound or sound environment. 05.21.11 20:04:24 loc: Tried to add item ui\hud\hud_item_messages with different size (3728) than expected (3636). To me I would think it's some sort of animation problem. It's like your giving the assault rifle pistol animations. Now, I'm not sure what weapon your using, but I'm going to assume it's the CMT Ma5K. Just re-rip the Ma5K from wherever you got it. Here's another map that has it: http://hce.halomaps.org/index.cfm?fid=5309 I also agree that this is not a problem to do with the hud_item_messages. That error just appears when you use the string list editor on something. Thus making the file bigger or smaller, but it will still just work fine.
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SeL
Joined: Dec 15, 2010
twitter.com/TeamFalldog
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Posted: May 21, 2011 10:32 AM
Msg. 8 of 15
It's not an animations problem keeping him from compiling.
If the animations are broken it just won't animate, that's it.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: May 21, 2011 10:35 AM
Msg. 9 of 15
Quote: --- Original message by: SeL It's not an animations problem keeping him from compiling.
If the animations are broken it just won't animate, that's it. Your correct, the animations themselves are fine. He's trying to use an animation that was meant for a specific gun on another gun. That's what I get out of this anyway. I still could be wrong.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 23, 2011 01:47 AM
Msg. 10 of 15
I'm using the released CMT MA5K tag. If the CMT files are so big, how did CMT compile a whole CAMPAIGN with them?
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 23, 2011 02:02 AM
Msg. 11 of 15
SP =/= MP
Single Player campaign apparently has no limit to the amount of tags they can hold per level/map due to child scenarios and scripting. Multiplayer, on the other hand, is limited to a 128MB cache file size (unless used with tool_pro, which overrides the file limit - NOT ADVISED). The file size limiter is there so that there is less of a chance that the tags will corrupt upon extraction (ripping) and the game crashing while playing on said MP map.
Now, I have used tool_pro to override the cache file size limit, but on VERY RARE occasions (AoTCR and Whiteout in the Adjutant Map Pack) and have not seen any issues in doing so. Nonetheless, it is ill-advised to use tool_pro on a constant basis and should only be used in - like I said - very rare occasions.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 23, 2011 04:49 AM
Msg. 12 of 15
I see...
But can't you use child scenarios in MP? Cereal Killer said something about child scenarios in MP.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 23, 2011 05:06 PM
Msg. 13 of 15
Child scenarios won't work in MP because you would then be loading up different BSPs per player - and that turns into lag, which turns into horrible gameplay. Which is exactly why child scenarios only work for SP.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 24, 2011 12:24 AM
Msg. 14 of 15
So I think the CMT elites were the problem. Bummer, since they're pretty cool. I re-confirmed one thing out of this. This engine sucks.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: May 24, 2011 12:43 AM
Msg. 15 of 15
Child scenarios have nothing to do with multiple BSPs... you could use child scenarios in MP. It just merges them all upon map compilation, using the BSP(s) from the parent.
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