
OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Feb 10, 2012 09:39 PM
Msg. 351 of 667
I'm having an issue ( and as far as I know i'm not the only one with this issue), I just downloaded OS 3.0.1 and Halo won't load, requesting I install directx 9.b. DxDiag confirms I have DX10 and I had a pre-release OS build that worked just fine a couple months ago. I don't remember if I ever had 3.0.0 tho.
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: Feb 10, 2012 09:56 PM
Msg. 352 of 667
That only happens to me if I use OS with xfire. Try exiting xfire?
|
|
|

OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Feb 10, 2012 10:13 PM
Msg. 353 of 667
xfire was off and process terminated. Altho for the record, I fixed after 3 uninstall/install of 3.0.1
|
|
|

game user10
Joined: Dec 9, 2011
Who is the Overseer?
|
Posted: Feb 11, 2012 12:14 PM
Msg. 354 of 667
Quote: --- Original message by: Barrett I'm going to find a away to use OS without closing xfire.
I'm going to make OS a xfire friendly application :) I'll hold you to that...
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Feb 11, 2012 12:47 PM
Msg. 355 of 667
Quote: --- Original message by: Barrett I'm going to find a away to use OS without closing xfire.
I'm going to make OS a xfire friendly application :) Thats pretty easy, just look at this changelog entry for what changed between when OS prevented start with Xfire, and when it allowed you to be an idiot and crash Halo via Xfire. Change log here.Of course, reading it, you can see an extremely simple way to fool it, as it just checks Quote: // determine whether the process is an instance of xfire if(!strcmp(process_name, "xfire.exe")) return true; so if you just rename xfire.exe to zfire.exe, it will run and your game will start crashing again because your no longer protected from your own stupidity *shrug*
|
|
|

Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
|
Posted: Feb 11, 2012 02:25 PM
Msg. 356 of 667
Quote: --- Original message by: kirby_422Quote: --- Original message by: Barrett I'm going to find a away to use OS without closing xfire.
I'm going to make OS a xfire friendly application :) Thats pretty easy, just look at this changelog entry for what changed between when OS prevented start with Xfire, and when it allowed you to be an idiot and crash Halo via Xfire. Change log here.Of course, reading it, you can see an extremely simple way to fool it, as it just checks Quote: // determine whether the process is an instance of xfire if(!strcmp(process_name, "xfire.exe")) return true; so if you just rename xfire.exe to zfire.exe, it will run and your game will start crashing again because your no longer protected from your own stupidity *shrug* Maybe he meant he'd edit OS to work properly without crashing, regardless of whether that message needs deleting or not? Seriously, you people need to start assuming things more often...
|
|
|

ally
Joined: Jun 23, 2010
Aye Ready
|
Posted: Feb 11, 2012 02:30 PM
Msg. 357 of 667
Quote: --- Original message by: Juiceb0xhero I don't get this, how are you guys installing it, because I downloaded it and all I get a one file that is called: Halo1_CE_20120205.7z and when I click on it, it says "Windows cannot open the file." ",To open the file, Windows needs to know what program created it." Can anyone help? yeah use a good version of winrar that also opens these formats or just use 7zip http://www.7-zip.org/
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Feb 11, 2012 02:41 PM
Msg. 358 of 667
Quote: --- Original message by: Jaz Maybe he meant he'd edit OS to work properly without crashing, regardless of whether that message needs deleting or not?
Seriously, you people need to start assuming things more often... Except the fact that it isn't OS that has the problem, its Xfire. Instead, he'd make his own custom Xfire that doesn't act like Xfire.
|
|
|

xKRONNiKx
Joined: Nov 15, 2011
Turkey Farm.
|
Posted: Feb 11, 2012 08:16 PM
Msg. 359 of 667
Hey, just wondering if there is a list of console commands for OS anywhere? I don't wanna look through all the thread's pages trying to find one. if so can i have the link ?
|
|
|

game user10
Joined: Dec 9, 2011
Who is the Overseer?
|
Posted: Feb 12, 2012 05:34 AM
Msg. 360 of 667
Quote: --- Original message by: xKRONNiKx Hey, just wondering if there is a list of console commands for OS anywhere? I don't wanna look through all the thread's pages trying to find one. if so can i have the link ? New OS console commands can be found here
|
|
|

Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
|
Posted: Feb 12, 2012 07:22 AM
Msg. 361 of 667
Quote: --- Original message by: kirby_422Quote: --- Original message by: Jaz Maybe he meant he'd edit OS to work properly without crashing, regardless of whether that message needs deleting or not?
Seriously, you people need to start assuming things more often... Except the fact that it isn't OS that has the problem, its Xfire. Instead, he'd make his own custom Xfire that doesn't act like Xfire. Xfire's hooking method works perfectly. The only issue is that it doesn't have an actual .dll file for other apps to hook into. Couldn't you just force Xfire to use a different .dll file?
|
|
|

Co1t3r
Joined: Dec 13, 2008
|
Posted: Feb 12, 2012 11:56 AM
Msg. 362 of 667
Quote: --- Original message by: JazQuote: --- Original message by: kirby_422Quote: --- Original message by: Jaz Maybe he meant he'd edit OS to work properly without crashing, regardless of whether that message needs deleting or not?
Seriously, you people need to start assuming things more often... Except the fact that it isn't OS that has the problem, its Xfire. Instead, he'd make his own custom Xfire that doesn't act like Xfire. Xfire's hooking method works perfectly. The only issue is that it doesn't have an actual .dll file for other apps to hook into. Couldn't you just force Xfire to use a different .dll file? No disrespect meant, but do you have any clue what you're talking about? Something's giving me the feeling you don't.
|
|
|

God_Man
Joined: Mar 18, 2011
UMAD!
|
Posted: Feb 12, 2012 12:01 PM
Msg. 363 of 667
How do you use bloom in open suce like in the video demo of OS?
When I use the console commands in halo ce nothing happens>?
|
|
|

Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
|
Posted: Feb 13, 2012 05:24 AM
Msg. 364 of 667
Quote: --- Original message by: Co1t3rQuote: --- Original message by: JazQuote: --- Original message by: kirby_422Quote: --- Original message by: Jaz Maybe he meant he'd edit OS to work properly without crashing, regardless of whether that message needs deleting or not?
Seriously, you people need to start assuming things more often... Except the fact that it isn't OS that has the problem, its Xfire. Instead, he'd make his own custom Xfire that doesn't act like Xfire. Xfire's hooking method works perfectly. The only issue is that it doesn't have an actual .dll file for other apps to hook into. Couldn't you just force Xfire to use a different .dll file? No disrespect meant, but do you have any clue what you're talking about? Something's giving me the feeling you don't. Something's given me the feeling I know I'm right. Something's also given me the feeling I don't have MUCH of a clue what I'm talking about. I still know a litte bit about .dll files though. There's something called 'catching on' that happens sometimes when you're discussing a topic.
|
|
|

Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
|
Posted: Feb 14, 2012 05:26 PM
Msg. 365 of 667
so is anyone working on a OS multiplayer map or single player besides CMT?
|
|
|

Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
|
Posted: Feb 15, 2012 05:16 PM
Msg. 366 of 667
why is it when I compile a OS map I get a temporary uncompressed cache file in the map folder.I also get this error in tool OS
Invalid format in data file bitmaps ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file sounds ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file loc ### FAILED TO OPEN DATA-CACHE FILE.
WARNING: 11 clusters in structure_bsp levels\test\tutorial\tutorial have no back ground sound or sound environment. pre-processing custom tag instances... done culling uncompressed model vertices...done culling uncompressed structure bsp vertices...done culling uncompressed model animation data...done Edited by Spark on Feb 15, 2012 at 07:39 PM
|
|
|

game user10
Joined: Dec 9, 2011
Who is the Overseer?
|
Posted: Feb 16, 2012 05:24 AM
Msg. 367 of 667
Quote: --- Original message by: waffles dunno if this is my end only, but OS_sapien doesnt seem to open certain scenarios such as timberland, and a10. when normal sapien can? anybody else getting this, or is it just me? obviously isnt a tag error since stock sapien can load the scenarios. OS HEK won't open a scenario that has blank project yellow references, I think. Also, make a copy of those scenarios because once you use them with OS HEK, they are automatically incompatible with the stock HEK.
|
|
|

OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Feb 16, 2012 11:36 AM
Msg. 368 of 667
I have a couple generic OS questions that haven't been able to answer yet so if anyone could help...
1. Does OS HEK allow for larger maps in terms of dimension? I know it allows for bigger cache file, bigger tag space but what about terrain size?
2. Does OS allow for More polies in a BSP, model and others and if so, how many?
3. Does OS allow for a greater number of triangles to be displayed on screen before getting disepearing faces?
|
|
|

il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
|
Posted: Feb 16, 2012 12:46 PM
Msg. 369 of 667
Quote: --- Original message by: OpsY
2. Does OS allow for More polies in a BSP, model and others and if so, how many?
3. Does OS allow for a greater number of triangles to be displayed on screen before getting disepearing faces? Wait, what?! When did you discover a max tri count and what is it? About your dissapearing faces, most likely caused by some other warning or error. I know nearly coplanar warnings will cause such issues and are usually in excess in large tri count maps.
|
|
|

OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Feb 16, 2012 01:00 PM
Msg. 370 of 667
There is a max tri-count for models, for BSP I'm not quite sure tho I know it auto substracts from tag space. As for disepearing faces, Are they really related to co planars? Personally, I fix them by Portalling a level. In the event there's just so much on screen despite portals tho, some Outside environments in which you actually see say 50 000 polies seem to cause this. BSP only tho.
|
|
|

il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
|
Posted: Feb 16, 2012 01:17 PM
Msg. 371 of 667
Quote: --- Original message by: OpsY There is a max tri-count for models, for BSP I'm not quite sure tho I know it auto substracts from tag space. As for disepearing faces, Are they really related to co planars? Personally, I fix them by Portalling a level. In the event there's just so much on screen despite portals tho, some Outside environments in which you actually see say 50 000 polies seem to cause this. BSP only tho. Adding portal's gets rid of the issue, but does not solve the real underlying problem which is the nearly coplanar warnings you just ignored to fix by instead just placing portals. Me and Sali experimented with this issue during our Swampass level development. The level was very small and did not have many triangles at all. It had the dissapearing face problem and we added portals and it temporarily fixed the issue but not all of them. The bases had alot of those warnings which we later found out are the sole reasons for the face clipping. The only max tri count I know of would be the data transferred to a structure bsp that fits the space left till you hit the mapsize limit. The amount of faces that can be in a map I would imagine really is how well your computer can handle the engines rendering engine.
|
|
|

OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Feb 16, 2012 01:36 PM
Msg. 372 of 667
And how did you go fixing nearly coplanars? I've never heard of anyone solving it, even imported SP levels are filled with them. Also, this issue is present in my release RPG_Beta6.2 and the only way to have it occur is to go to a part of the map where you can see All exterior faces.
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Feb 16, 2012 04:00 PM
Msg. 373 of 667
if i were to host a server with this and devmode, would the other person have to have OS for the gravity change to work, or would the server run it all?
|
|
|

il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
|
Posted: Feb 16, 2012 04:02 PM
Msg. 374 of 667
Quote: --- Original message by: OpsY And how did you go fixing nearly coplanars? I've never heard of anyone solving it, even imported SP levels are filled with them. Also, this issue is present in my release RPG_Beta6.2 and the only way to have it occur is to go to a part of the map where you can see All exterior faces. I either made the surface planar... durp. Or I would move the vertexs that made up that surface to make the surface not planar but to the our eye it's such a small movement that the surface still looks planar.
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Feb 16, 2012 04:38 PM
Msg. 375 of 667
how would i build a map with OS tool? i tried typing
build-cache-file-ex use-memory-upgrades levels\test\bloodgulch\bloodgulch_OS
with and without the "carrots".
I haven't complied a map in about a year, let alone with OS. so sorry.
|
|
|

teh lag
Joined: May 6, 2008
|
Posted: Feb 16, 2012 04:53 PM
Msg. 376 of 667
Quote: --- Original message by: abkarch how would i build a map with OS tool? i tried typing
build-cache-file-ex use-memory-upgrades levels\test\bloodgulch\bloodgulch_OS
with and without the "carrots".
I haven't complied a map in about a year, let alone with OS. so sorry. Usage is: build-cache-file-ex [ mod-name (use empty quotes "" if you don't know why you use a mod-name)] [ create-anew (true/false; use false if you don't know why you would use true] [ store-resources (true/false; use false if you don't know why you would use true)] [ use-memory-upgrades (true/false; use true to build as a .yelo and enable tagspace extensions, map-size extensions, OS-only scripting, etc)] [ scenario-name (this is the same as in normal build-cache-file)]. (For the whole mod-name/mod-set things look up the documentation +/ code on the OS wiki; chances are it will not be something you use) So in your case you would do " build-cache-file-ex "" false false true levels\test\bloodgulch\bloodgulch_OS". Edited by teh lag on Feb 16, 2012 at 04:54 PM
|
|
|

TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
|
Posted: Feb 16, 2012 05:08 PM
Msg. 377 of 667
That's some poor documentation. Instead of saying "if you don't know why to use true" etc, the author should mention WHAT each option actually does, even if it is chinese to the user. At least it then gives him an IDEA of what the options are for and further allows one to research the terms found in the description.
|
|
|

Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
|
Posted: Feb 16, 2012 05:32 PM
Msg. 378 of 667
im now getting this error after installing latest version of OS.
os_tool Invalid format in data file bitmaps ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file sounds ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file loc ### FAILED TO OPEN DATA-CACHE FILE.
WARNING: 11 clusters in structure_bsp levels\test\tutorial\tutorial have no back ground sound or sound environment. pre-processing custom tag instances... done culling uncompressed model vertices...done culling uncompressed structure bsp vertices...done culling uncompressed model animation data...done building predicted resources for structures...done processing custom tag instances...done structure bsp 'levels\test\tutorial\tutorial' is 0.26M tag headers and names are 0.18M streaming model vertex and index buffers...done streaming tagsEAX: 0x00000000 EBX: 0x00000000 ECX: 0xEB5C9CBA EDX: 0x0324E698 EDI: 0x00000000 ESI: 0x010A11C0 EBP: 0x0012A2B0 ESP: 0x0012A240 EIP: 0x004BA29B, 8B 04 18 03 ????? 5F796B73 ????? EXCEPTION_ACCESS_VIOLATION
EXCEPTION (that's all I know!)
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Feb 16, 2012 06:07 PM
Msg. 379 of 667
Quote: --- Original message by: teh lagQuote: --- Original message by: abkarch how would i build a map with OS tool? i tried typing
build-cache-file-ex use-memory-upgrades levels\test\bloodgulch\bloodgulch_OS
with and without the "carrots".
I haven't complied a map in about a year, let alone with OS. so sorry. Usage is: build-cache-file-ex [ mod-name (use empty quotes "" if you don't know why you use a mod-name)] [ create-anew (true/false; use false if you don't know why you would use true] [ store-resources (true/false; use false if you don't know why you would use true)] [ use-memory-upgrades (true/false; use true to build as a .yelo and enable tagspace extensions, map-size extensions, OS-only scripting, etc)] [ scenario-name (this is the same as in normal build-cache-file)]. (For the whole mod-name/mod-set things look up the documentation +/ code on the OS wiki; chances are it will not be something you use) So in your case you would do " build-cache-file-ex "" false false true levels\test\bloodgulch\bloodgulch_OS". Edited by teh lag on Feb 16, 2012 at 04:54 PM +500. Thanks a bunches. One more thing guys. I edited the gravity and i think i added bloom and stuff. im assuming i need to enable use-memory-upgrades? EDIT: got it compiled..then it popped up and said something about using scripts from a different version of OS, when i have never used OS before in my life or had it on my PC.it said probably about to crash, and it didnt. and as far as i can tell, no bloom/post processing... Edited by abkarch on Feb 16, 2012 at 06:10 PMEdited by abkarch on Feb 16, 2012 at 06:20 PM
|
|
|

kornman00
Joined: Jul 15, 2010
|
Posted: Feb 17, 2012 02:37 AM
Msg. 380 of 667
If you can upload the map file, I can see which script definition it's wanting to choke on. Before we released 3.0.1, I tested the scripting definitions checks on maps made with 3.0.1 and it worked fine (ie, no messages). If your CheApe.map isn't from 3.0.1, it's going to message you. If you made a map with with a build before 3.0.0 (ie, an unofficial build), then it's going to message you (because we've removed some definitions prior to the first release, eg, structure_bsp_lightmap_reset). The message is there, and will continue to stay there, because if a scenario has an alien script function/global (eg, if someone tried to play a map with 3.0.1 that used the old structure_bsp_lightmap_reset), the game will execute in a way that will result in a non-descriptive "gathering exception data". This is why maps that use OS-specific script features have to be .yelo files, because the stock game crashes on maps with alien script functions/globals. Even if those things are never executed during game play. Also, bloom should be off by default in 3.0.1 because too many people complained. And postprocessing doesn't just magically appear, it requires you to add them to maps or setup in your user settings. @ The quip about poor documentation. If lag was one of the developers, sure, you could rag on him for not expanding on those parameters. However he's not. But they're expanded upon in our wiki. Which no one seems to ever use. Though at the moment I haven't finished the documentation on mod-sets. If people would actually use the wiki, then I would be more inclined to continue actively working on it. But I'm not going to lead a horse to water everyday if they're not going to drink it. Want "better" support? Help me help you. Halo modders out number OS developers. @ Spark. For the love of Dennis, provide full details of what you did when you get unexpected output (everyone do this, not just Spark). You keep leaving out your command line arguments, but include part of tool's output. I don't know what kind of build setup you're doing so I can't help you at all. And If your original data files are crapped, then I can't help with that. OS won't touch (ie, modify) the stock data files (so it shouldn't be to blame in this case), only the ones that are for a mod-set. EDIT: As for the comment about increasing the normal rendering limits, refer to our dx9 upgrades setting called "dynamicTriangles", which is off by default. Edited by kornman00 on Feb 17, 2012 at 02:39 AMEdited by kornman00 on Feb 17, 2012 at 02:40 AM
|
|
|

Alexis
Joined: Nov 22, 2010
|
Posted: Feb 17, 2012 09:52 AM
Msg. 381 of 667
Quote: --- Original message by: kornman00
If you can upload the map file, I can see which script definition it's wanting to choke on. Before we released 3.0.1, I tested the scripting definitions checks on maps made with 3.0.1 and it worked fine (ie, no messages). If your CheApe.map isn't from 3.0.1, it's going to message you. If you made a map with with a build before 3.0.0 (ie, an unofficial build), then it's going to message you (because we've removed some definitions prior to the first release, eg, structure_bsp_lightmap_reset).
The message is there, and will continue to stay there, because if a scenario has an alien script function/global (eg, if someone tried to play a map with 3.0.1 that used the old structure_bsp_lightmap_reset), the game will execute in a way that will result in a non-descriptive "gathering exception data". This is why maps that use OS-specific script features have to be .yelo files, because the stock game crashes on maps with alien script functions/globals. Even if those things are never executed during game play. See, I am having the same script definition errors with 3.0.1. I have never used a version of OS before 3.0.0. The only things I have really created since installing OS has been shader_model tags, using the new tag extensions. Someone else in this thread mentioned I need to reference a Yelo Globals via a Project_yellow in my scenario, Which still doesn't work. Referencing one wasn't necessary before, Is it now? Edited by Alexis on Feb 17, 2012 at 01:32 PM
|
|
|

teh lag
Joined: May 6, 2008
|
Posted: Feb 17, 2012 12:52 PM
Msg. 382 of 667
Quote: --- Original message by: Spark os_tool Invalid format in data file bitmaps ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file sounds ### FAILED TO OPEN DATA-CACHE FILE.
Invalid format in data file loc ### FAILED TO OPEN DATA-CACHE FILE. Can you post the exact command you are entering into os_tool? Also I would suggest getting a fresh bitmaps.map, sounds.map and loc.map from somebody; it's possible that at some point you accidentally used OS' mod-sets functionality incorrectly and nuked your stock resource files (mod-sets let you compile your own versions of those specific to a a large mod spread over several maps; probably not something you will use). Additionally make sure that you don't have a mod name listed in your project_yellow_globals unless you know why you would want one there. Edited by teh lag on Feb 17, 2012 at 12:53 PM
|
|
|

Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
|
Posted: Feb 17, 2012 01:17 PM
Msg. 383 of 667
never mind guys I got it working.
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Feb 17, 2012 06:00 PM
Msg. 384 of 667
Quote: --- Original message by: kornman00If you can upload the map file, I can see which script definition it's wanting to choke on. Before we released 3.0.1, I tested the scripting definitions checks on maps made with 3.0.1 and it worked fine (ie, no messages). If your CheApe.map isn't from 3.0.1, it's going to message you. If you made a map with with a build before 3.0.0 (ie, an unofficial build), then it's going to message you (because we've removed some definitions prior to the first release, eg, structure_bsp_lightmap_reset). The message is there, and will continue to stay there, because if a scenario has an alien script function/global (eg, if someone tried to play a map with 3.0.1 that used the old structure_bsp_lightmap_reset), the game will execute in a way that will result in a non-descriptive "gathering exception data". This is why maps that use OS-specific script features have to be .yelo files, because the stock game crashes on maps with alien script functions/globals. Even if those things are never executed during game play. Also, bloom should be off by default in 3.0.1 because too many people complained. And postprocessing doesn't just magically appear, it requires you to add them to maps or setup in your user settings. @ The quip about poor documentation. If lag was one of the developers, sure, you could rag on him for not expanding on those parameters. However he's not. But they're expanded upon in our wiki. Which no one seems to ever use. Though at the moment I haven't finished the documentation on mod-sets. If people would actually use the wiki, then I would be more inclined to continue actively working on it. But I'm not going to lead a horse to water everyday if they're not going to drink it. Want "better" support? Help me help you. Halo modders out number OS developers. @ Spark. For the love of Dennis, provide full details of what you did when you get unexpected output (everyone do this, not just Spark). You keep leaving out your command line arguments, but include part of tool's output. I don't know what kind of build setup you're doing so I can't help you at all. And If your original data files are crapped, then I can't help with that. OS won't touch (ie, modify) the stock data files (so it shouldn't be to blame in this case), only the ones that are for a mod-set. EDIT: As for the comment about increasing the normal rendering limits, refer to our dx9 upgrades setting called "dynamicTriangles", which is off by default. Edited by kornman00 on Feb 17, 2012 at 02:39 AMEdited by kornman00 on Feb 17, 2012 at 02:40 AM thanks. I did figure out how to properly add the post processing (used the example one).However, i see no sepia effect or motion blur. Still getting the message. Am i supposed to have a cheape.map in the map directory? there is not one.
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Feb 17, 2012 08:55 PM
Msg. 385 of 667
Quote: --- Original message by: abkarch Am i supposed to have a cheape.map in the map directory? there is not one. cheape.map is in the HCE directory. It's what OSHEK uses for knowing what exists for it to allow them to compile into maps. you can grab the cheape project files in the google code source tab (believe its opensauce\shared\halo1\cheape\) and compile the newest cheape.map in opensauceIDE with that.
|
|
|
|
 |
|