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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Compile jms???

Author Topic: Compile jms??? (11 messages, Page 1 of 1)
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Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 3, 2011 03:27 PM    Msg. 1 of 11       
Ok, so I have my .jms in my data directory: it's a map called echo_arena



I tried to compile it with tool




My scenario and scenario_structure_bsp aren't in my tags folder. What happened??


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 3, 2011 03:30 PM    Msg. 2 of 11       
tool structure levels\test\echo_arena echo_arena


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 3, 2011 03:35 PM    Msg. 3 of 11       
Quote: --- Original message by: kirby_422
tool structure levels\test\echo_arena echo_arena


So I did that, it said:

building geometry, then it gave me a choice of 9 shaders to choose from. I typed "1" and it made a shader_environment in my tags folder, but no scenarios.

I compiled it again and got this:



That looks suspiciously like open edges.
Edited by Xoronatus on Jul 3, 2011 at 04:04 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 3, 2011 06:57 PM    Msg. 4 of 11       
Those are actually update edges, not open edges. Here's my copypasta bsp errors overview:

That 1-9 shader choice means that you didn't set up a multi-material and NAME the sub-materials the same names as the .shader_environment tags you want as the material in halo.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 3, 2011 08:07 PM    Msg. 5 of 11       
Quote: --- Original message by: SlappyThePirate
Those are actually update edges, not open edges. Here's my copypasta bsp errors overview:

That 1-9 shader choice means that you didn't set up a multi-material and NAME the sub-materials the same names as the .shader_environment tags you want as the material in halo.


Oh yeah, i just used a standard material. Alright I'll make that a multi-material. So what do I do about the update edges?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 3, 2011 10:34 PM    Msg. 6 of 11       
Basically stick to the sealed-world guidelines, and don't have three faces on one edge. Sometimes they are on purpose, like panes of glass, in which case make sure you're setting up the glass material correctly. But I doubt you're doing glass.
So, import the wrl? You need to find where the errors are, and make sure your map is "one big balloon with no holes".


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 4, 2011 01:44 AM    Msg. 7 of 11       
Quote: --- Original message by: SlappyThePirate
Basically stick to the sealed-world guidelines, and don't have three faces on one edge. Sometimes they are on purpose, like panes of glass, in which case make sure you're setting up the glass material correctly. But I doubt you're doing glass.
So, import the wrl? You need to find where the errors are, and make sure your map is "one big balloon with no holes".


Ok, so that means



As long as I follow that rule, and make sure there are absolutely NO holes in my map. I link it to the frame, have material ID's. Then it should export fine. right?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 4, 2011 03:44 PM    Msg. 8 of 11       
Yeah, that's it! Make sure that's not happening, the wrl file will tell you where it is.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 4, 2011 08:08 PM    Msg. 9 of 11       
Quote: --- Original message by: SlappyThePirate
Yeah, that's it! Make sure that's not happening, the wrl file will tell you where it is.


Oh ok, so I use the Gmax wrl importer, so how do I fix it without destroying my map?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jul 4, 2011 11:34 PM    Msg. 10 of 11       
I don't really know for sure, it's a case-by-case basis. If you want, you can post some screenshots of the problem areas and I can try to tell you how to fix these three-face edges... if I can.

Here's an example. I really don't know what your model is or anything, but I guess this is a common mistake:

If you're doing a wall, you can't have just one face be the wall. The wall needs to have actual thickness, or you have one of those update-edges. On the right is how a wall should be modeled, with thickness, and a 'break' in the ground. This way, only two faces are on each edge... the floor to the side of the wall, the wall to the top of the wall, the top to the back side of the wall that you can't really see, and that back side to the floor again.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jul 6, 2011 05:22 PM    Msg. 11 of 11       
Oh ok, that helped a lot. Thanks.

 

 
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