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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »tags too large to compile in tool?

Author Topic: tags too large to compile in tool? (6 messages, Page 1 of 1)
Moderators: Dennis

xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: May 7, 2012 07:31 PM    Msg. 1 of 6       
Hey, when i go to compile my map it fails and tells me the cache file was 3.05M too big....
(ignore the cmt ma5k wont match thing, i know how to fix that) :


C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool build-cache-file
levels\test\infinityfight\infinityfight
Couldn't read map file './toolbeta.map'
the model 'cmt\weapons\human\ma5k\ma5k' and the animation graph 'cmt\weapons\hum
an\ma5k\assault_rifle' don't match
the object 'cmt\weapons\human\ma5k\ma5k' will not animate
culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\test\infinity\infinity' is 5.42M
tag headers and names are 0.33M
streaming model vertex and index buffers...done
streaming tags...............................loc: Tried to add item ui\hud\hud_i
con_messages with different size (1280) than expected (1096).
..........done
writing vertex and index buffers...done 18.19M
writing tags...done (4159 tags for 12.71M)
total tag size is 18.13M (4.87M free)
cache file 3.05M too large (should be 128.00M but was 131.05M)
### FAILED TO BUILD CACHE FILE.

Cache pack file bitmaps hits: 910 for 48.24M
Cache pack file bitmaps adds/misses: 388 for 54.03M
Cache pack file sounds hits: 670 for 13.89M
Cache pack file sounds adds/misses: 2096 for 41.76M
Cache pack file loc hits: 103 for 0.22M
Cache pack file loc adds/misses: 1 for 0.00M

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: May 7, 2012 07:44 PM    Msg. 2 of 6       
multiplayer maps have a filesize limit, the easiest way to fix this is to remove all the tags that you dont have placed in the map from your .scenario file.


xKRONNiKx
Joined: Nov 15, 2011

Turkey Farm.


Posted: May 7, 2012 07:52 PM    Msg. 3 of 6       
Alright, kind of had a feeling, but couldn't find anywhere to see if there was a size limit. Thanks guys. And waffles, I'm not sure how to use open sauce to compile, would be nice to know though lol. And unrelated, Does anybody know how to get a custom made map's scenario to open in sapien? Do i just have to go to guerilla, open the scenario and choose a new sky for it?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: May 8, 2012 12:29 AM    Msg. 4 of 6       
Tool Pro is a less complicated but more unpredictable option.


jigsaw_jimmy
Joined: Aug 1, 2009


Posted: May 8, 2012 08:23 PM    Msg. 5 of 6       
Quote: --- Original message by: waffles
to compile with memory upgrades i think its somewhere along the lines of

os_tool build-cache-file-ex "mod_name(map name basically)" 0 0 1 "scenario(levels\test\timberland\testmap)"

you're right, but rather than having a mod name, you could simply leave it as "" and have no mod name, it works better if you don't plan on making use of the mod system (the new bitmaps.map, sounds.map, etc.).

so for example

os_tool build-cache-file-ex "" 0 0 1 levels\test\tutorial\tutorial


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 9, 2012 07:15 AM    Msg. 6 of 6       
@op

also remove any bitmaps and shaders from the folders that were used to test in the map but are not being used on the final product.

 

 
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