
NeX
Joined: Apr 11, 2013
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Posted: Apr 11, 2013 03:14 PM
Msg. 1 of 8
Hello, I have just recently begun trying to put new halo anniversary models into a map; I have managed to pull the models from halo anniversary into 3DS Max 2010, set the nodes/markers correctly, and link the model to the gun frame, then export using bluestreak into a .jms. Now, from what I've read across these forums and on various tutorials is that to get a .jms converted into a useable .gbxmodel tag you need to use tool.exe.
That being said, I also know you can use tool++ for a GUI, or just use tool through command prompt as a CLI. I know the command for compiling models in tool should be "tool model weapons\rocket\models" where the directory path for my .jms file is "C:\Program Files(x86)\Microsoft Games\Halo Custom Edition\data\weapons\rocket\models"
That being said, when I type the command line (and I've tried setting tool.exe to run as an administrator, as well as in compatibility mode for Windows XP Service Pack 3), no models are converted :/
The output I got from tool when I ran it without admin privelages or compat. mode was just a "could not open toolbeta.map" which I know is supposed to be there, followed by a newline, then the working directory input line again. After running it in compat mode as admin, I get a little secondary command line that flashes up for a split second and then disappears, and the output in the cmd window is nothing but a blank line followed by the working directory command imput line....
I then tried to use Tool++ just to see if it would work, and then mean i was just typing something wrong (which still may be the case), but when I select the model category, then browse to the folder with my .jms in it, and hit "Run Tool", I just get the loading circle next to my mouse cursor indefinitely, with no ouput in the box, nor does it ever stop loading (I left it running overnight, no change in the morning).
Yes, I've looked in my tags folder to see if there was any output, but none, not even from a bitmap conversion command I attempted.
I have the .jms in my "C:\Program Files(x86)\Microsoft Games\Halo Custom Edition\data\weapons\rocket\models" folder. Please guys, I've watched and read countless tutorials and gotten through the modeling processes, so this is definitely my last resort here after trying everything I could think of.
here's some pics of the models in 3DS 2013 and a vid of the rocket model in 3DS 2010
vid: http://www.xfire.com/videos/5f1b37
album: http://imgur.com/a/qPr0r#0
my xfire is tofher3
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 11, 2013 07:15 PM
Msg. 2 of 8
Don't type models at the end.
tool model weapons\rocket rocket
if your .jms is named rocket.jms
looks like you need a lot more help I'd help you but I don't use xfire. pm me your Skype if you like maybe I can answer some questions for you. Edited by jackrabbit on Apr 11, 2013 at 07:17 PM
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NeX
Joined: Apr 11, 2013
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Posted: Apr 11, 2013 08:02 PM
Msg. 3 of 8
I actuallly don't have skype, but ill give this a try when I get back home. Id be super glad to find out it was just a stupid syntax error on my part; that's a lot easier to fix than a software incompatibility
EDIT: Ok, i gave it a shot, and this time I actually got some feedback from it, but i had to ninja screen shot it, so that I could see what it said: http://imgur.com/0FZpz4k
I haven't been able to find that error on the web, and my debug.txt file says
04.11.13 21:33:03 tool pc 01.00.00.0609 ---------------------------------------------- 04.11.13 21:33:03 reference function: _write_to_error_file 04.11.13 21:33:03 reference address: 42ca20 04.11.13 21:33:03 Couldn't read map file './toolbeta.map' 04.11.13 21:33:03 EAX: 0x00000000 04.11.13 21:33:03 EBX: 0x032DDE01 04.11.13 21:33:03 ECX: 0x00000000 04.11.13 21:33:03 EDX: 0x00000000 04.11.13 21:33:03 EDI: 0x0018F128 04.11.13 21:33:03 ESI: 0x00000000 04.11.13 21:33:03 EBP: 0x0018F000 04.11.13 21:33:03 ESP: 0x0018EFF0 04.11.13 21:33:03 EIP: 0x77950C22, 83 C4 04 C2 ????? 04.11.13 21:33:03 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count
EDIT2:
Ok, i managed to get it working by editing the materials in 3ds and re-exporting as a .jms. Now that it has compiled into a .gbxmodel, I need to put it into a map. I don't really need anything else done, I can use all of the original stuff from the original rocket launcher, I just need this new model instead; is there any quick route to doing that?
Additionally, I extracted wizard using HEK+, and when I open the .scenario in Sapien, Sapien just crashes. The debug is
04.11.13 22:26:57 sapien pc 01.00.00.0609 ---------------------------------------------- 04.11.13 22:26:57 reference function: _write_to_error_file 04.11.13 22:26:57 reference address: 401b13 04.11.13 22:26:57 Couldn't read map file './sapienbeta.map' 04.11.13 22:26:57 CreateDevice succeeded with refresh rate = 0 04.11.13 22:26:57 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 04.11.13 22:26:57 Increasing sound decompression buffer size to 1048576 bytes 04.11.13 22:26:57 file_open('tags\levels\test\wizard\wizard sky.sky') error 0x00000002 'The system cannot find the file specified. ' 04.11.13 22:26:57 couldn't open sky tag 'wizard sky.sky'. 04.11.13 22:26:58 file_open('tags\levels\test\wizard\devices\wiz_alert_light\wiz_alert_light.device_machine') error 0x00000003 'The system cannot find the path specified. ' 04.11.13 22:26:58 couldn't open device_machine tag 'wiz_alert_light.device_machine'. 04.11.13 22:26:58 failed to load scenario tag 'levels\test\wizard\levels\test\wizard\wizard' 04.11.13 22:26:58 need to get the following tags: 04.11.13 22:26:58 levels\test\wizard\wizard sky.sky 04.11.13 22:26:58 levels\test\wizard\devices\wiz_alert_light\wiz_alert_light.device_machine 04.11.13 22:26:58 04.11.13 22:26:58 game_load() failed. Edited by NeX on Apr 11, 2013 at 09:39 PM Edited by NeX on Apr 11, 2013 at 10:34 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 12, 2013 11:25 AM
Msg. 4 of 8
When you extract, check the use original folder names and recursive.
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NeX
Joined: Apr 11, 2013
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Posted: Apr 12, 2013 11:45 AM
Msg. 5 of 8
I ended up extracting to the wrong location. Just needed to cchange some directory paths. I got it to compile now. Is there a way to use all the original rocket launcher data but with new gbxmodels and have it compile when I build the map?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 12, 2013 12:19 PM
Msg. 6 of 8
Yes, open the .weapon in guerilla and swap the gbxmodel
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NeX
Joined: Apr 11, 2013
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Posted: Apr 12, 2013 01:18 PM
Msg. 7 of 8
I tried doing that with a .scenario for wizard; I swapped the gbxmodel in the item collection and then again in sapien so it was definitely the new model, but when I compiled the map in tool, in game it was still the original rocket launcher. Where did I slip up?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 14, 2013 02:45 AM
Msg. 8 of 8
The GBX model that is used is located/referenced in the .weapon tag.
Open up that item collection for the rocket launcher, and open up the .weapon that is referenced there. Once that is done, scroll to almost the very bottom where you will see options for the first person HUD, animations, and model that will be used. Change the reference from the old rocket launcher model to your new one and compile your map. Make sure your model matches the animations you are using, otherwise you will just go into the game and not be holding anything.
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