
OctaVinyl
Joined: Dec 8, 2015
¡Voy A comer tù corazon!
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Posted: Oct 21, 2016 06:58 PM
Msg. 106 of 140
Quote: --- Original message by: Super Flanker Then flip the other side too. This has got to be the best option. I'd have to side with this one.
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Alex
Joined: Apr 22, 2016
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Posted: Oct 22, 2016 06:23 AM
Msg. 107 of 140
Quote: --- Original message by: Super Flanker Then flip the other side too. I can only flip it one way because if I flip it inside then people won't be able to see it outside, right?
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 22, 2016 07:02 AM
Msg. 108 of 140
Quote: --- Original message by: Super AlexQuote: --- Original message by: Super Flanker Then flip the other side too. I can only flip it one way because if I flip it inside then people won't be able to see it outside, right? You're doing it in the wrong way. If you want your walls to be visible from both the interiors and the exteriors, you need to make the plane two-sided (not recommended since it could give you errors in Tool) or make the wall out of boxes, keeping in mind that everything needs to be sealed together You need to think about it realistically: have you ever seen a wall as thin as a paper sheet in real life? Edited by SOI_7 on Oct 22, 2016 at 07:05 AM
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Alex
Joined: Apr 22, 2016
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Posted: Oct 22, 2016 07:21 AM
Msg. 109 of 140
Quote: --- Original message by: SOI_7Quote: --- Original message by: Super AlexQuote: --- Original message by: Super Flanker Then flip the other side too. I can only flip it one way because if I flip it inside then people won't be able to see it outside, right? You're doing it in the wrong way. If you want your walls to be visible from both the interiors and the exteriors, you need to make the plane two-sided (not recommended since it could give you errors in Tool) or make the wall out of boxes, keeping in mind that everything needs to be sealed together You need to think about it realistically: have you ever seen a wall as thin as a paper sheet in real life? Edited by SOI_7 on Oct 22, 2016 at 07:05 AM You're right. But Now I have to redo the base to accommodate the extra faces :/ Or is it worth taking the risk to make it 2 sided? Or can I use portals to render the inside when people actually go in there? Edited by Super Alex on Oct 22, 2016 at 07:23 AM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 22, 2016 10:41 AM
Msg. 110 of 140
Not sure about portals, but they could lead to visible popping geometry once you enter the room, which will look bad. Also, unless I'm wrong, portals don't override the "overlapping edges" error (which is the error you'll get if you make the wall two-sided, unless you make it one-sided and give the two-sided property to the material it uses adding the "%" symbol to the material name).
But think about when you'll look at the wall from its side... it will just be like staring at a thin card
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 22, 2016 11:00 AM
Msg. 111 of 140
SOI's right. Rebuild your base if you are confused.
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Alex
Joined: Apr 22, 2016
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Posted: Oct 23, 2016 06:24 AM
Msg. 112 of 140
Don't worry. I just sealed my base. I have applied textures to the base and I exported it to my other max file with my map in it. I attached the base then exported and I compiled bitmaps. Tool asked me to make a choice 1-9 to make a shader. I said 1. It then told me that it could not create the shader tag whatever I tried. Debug: 10.23.16 11:23:20 tool pc 01.00.00.0609 ---------------------------------------------- 10.23.16 11:23:20 reference function: _write_to_error_file 10.23.16 11:23:20 reference address: 42ca20 10.23.16 11:23:20 Couldn't read map file './toolbeta.map' 10.23.16 11:23:32 failed to create new tag '.shader_environment' 10.23.16 11:23:33 failed to create new tag '.shader_environment' 10.23.16 11:23:33 some shaders were not defined I then made the Shader myself in guerrilla. I still will not compile. Please help. Also the textures for the map and the base are in the same bitmaps folder btw. Edited by Super Alex on Oct 23, 2016 at 06:26 AM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Oct 23, 2016 07:29 AM
Msg. 113 of 140
One of your shaders doesn't exist in your data folder, or you wrote its name wrong. Be sure to use "_" instead of spaces, just in case Edited by SOI_7 on Oct 23, 2016 at 07:29 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 23, 2016 09:52 AM
Msg. 114 of 140
Quote: --- Original message by: SOI_7
One of your shaders doesn't exist in your data folder, or you wrote its name wrong. Be sure to use "_" instead of spaces, just in case Edited by SOI_7 on Oct 23, 2016 at 07:29 AM You mean tags soi. If you are using a new texture you need to make sure you create a shader with the same name as the name you have applied to your MAT shader in 3dsmax. Using the image above as an example we see a multi sub object with 3 child shader slots. Notice that each of the shader slots has a name, "grey metal", "black paint" e.t.c these names are what you would use to identify the shader as. Once you have compiled your bitmaps for your map you should then create your shader environment tag/s which mirror the same name as what you have identified in the 3dsmax editor. e.g Max Mat shader name = "glass_brown" so the tag shader which you create should mirror EXACTLY the same name. I'd also recommend that you replace spaces with underscores inside of max and then again mirror the same in you shader env tag. Once you have created your shader tag save into your directory i.e: data\levels\test\harambe So the tag should be saved in: data\levels\test\harambe\shaders (note you may have to create your own shaders folder before saving your tag within your map project folder location.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Oct 23, 2016 10:31 AM
Msg. 115 of 140
It's nice to see that Alex is learning :)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 23, 2016 12:19 PM
Msg. 116 of 140
hey... this is cool. nice to see the new guys stepping up and learning stuff. now i wont feel so bad about quitting ce sometime in the near future
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Alex
Joined: Apr 22, 2016
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Posted: Oct 23, 2016 02:19 PM
Msg. 117 of 140
Quote: --- Original message by: lolslayer It's nice to see that Alex is learning :) Yeah, I thought I should finish at least ONE of my projects so I can confirm to myself that I can actually finish one instead of thinking I can. Unnnnnnnnfortunately the past 3 pages hasn't been about learning, it's been more about your typical drama that you have come to expect on this website. But no matter, they have seemed to have calmed down. Quote: --- Original message by: killzone64 hey... this is cool. nice to see the new guys stepping up and learning stuff. now i wont feel so bad about quitting ce sometime in the near future Thank you! Good luck to you on your work and I completely understand how work can hoover up your free time which makes it impossible to carry on making mods. I always enjoy looking at your screenshots of your blender maps and your projects. Anyway, I have seem to come across a new error that I think I have seen before but not quite sure. Please help.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 23, 2016 02:58 PM
Msg. 118 of 140
Close 3ds max. Sometimes the jms exporter hangs onto the file. If not just restart your computer
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Oct 23, 2016 03:11 PM
Msg. 119 of 140
It can also be caused by the JMS still being exported by max, so it's also best to wait a bit if you didn't already.
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SBB_Michelle
Joined: Nov 4, 2015
This site brings me pain.
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Posted: Oct 23, 2016 05:15 PM
Msg. 120 of 140
Put your modding install somewhere else than program files, sometimes tool has issues reading it in the protected environment of program files.
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Alex
Joined: Apr 22, 2016
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Posted: Oct 26, 2016 09:46 AM
Msg. 121 of 140
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SBB_Michelle
Joined: Nov 4, 2015
This site brings me pain.
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Posted: Oct 27, 2016 01:19 PM
Msg. 122 of 140
Quote: --- Original message by: HyperLukeQuote: --- Original message by: MEGA_VKNG The difference is your funny for all the wrong reasons dear ;) That's not how humour works. Saying "I want to leave halo maps, my life is ruined, I am gonna die, cancel dreamweb." Is not funny. :/ Sorry for more derailment, but: Dreamweb isn't cancelled, it's mine now. Also, you making up stuff isn't funny either, Luke. Edit: I cancelled Dreamweb. Edited by SBB_Michelle on Nov 5, 2016 at 04:32 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 27, 2016 03:52 PM
Msg. 123 of 140
Quote: --- Original message by: SBB_Michelle
Sorry for more derailment, but: Dreamtrap isn't cancelled, it's mine now.
FTFY
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Oct 27, 2016 04:07 PM
Msg. 124 of 140
Quote: --- Original message by: Super AlexNow my exporter isn't even opening up :/ I will try and fix it. Meanwhile, I have been working on another map that's inspired by PopeAK49's 10K Halo Themed map. https://s15.postimg.org/uoo1tqat7/halobsp.png Its clear the 10k part isnt inspiring you. Mine as well bump up the iterations on that ground again. Weld some of those cliff geometry too, looking alil too highpoly on the cliffs relative to the ground. Those smoothing groups should also help when it comes to do lighting! topnotch stuff youre working on. Dreamweb is really shaping up.
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Alex
Joined: Apr 22, 2016
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Posted: Oct 28, 2016 07:54 AM
Msg. 125 of 140
Quote: --- Original message by: il Duce PrimoQuote: --- Original message by: Super AlexNow my exporter isn't even opening up :/ I will try and fix it. Meanwhile, I have been working on another map that's inspired by PopeAK49's 10K Halo Themed map. https://s15.postimg.org/uoo1tqat7/halobsp.png Its clear the 10k part isnt inspiring you. Might* as well bump up the iterations on that ground again. Weld some of those cliff geometry too, looking alil too highpoly on the cliffs relative to the ground. The ground is already High-poly as it is. I have optimized the mesh down and added some geo on both sides of the beam emitter. It looks like this. This is what it looks like in-game.  I am also using the JMS exporter 1.0.2 by CtrlAltDestroy. Edited by Super Alex on Oct 28, 2016 at 07:55 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Oct 28, 2016 08:00 AM
Msg. 126 of 140
I can't tell if your ground is way too highpoly or if your cliffs are way too lowpoly
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Oct 28, 2016 03:41 PM
Msg. 127 of 140
Quote: --- Original message by: Spartan314 I can't tell if your ground is way too highpoly or if your cliffs are way too lowpoly It appears to be both.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 29, 2016 02:07 PM
Msg. 128 of 140
~ Map_name "enigma"
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Alex
Joined: Apr 22, 2016
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Posted: Oct 30, 2016 07:35 AM
Msg. 129 of 140
some uv i did for the first time. Edited by Super Alex on Oct 30, 2016 at 12:16 PM
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Halonimator
Joined: Dec 15, 2014
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Posted: Nov 2, 2016 01:26 PM
Msg. 130 of 140
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The Master
Joined: Aug 8, 2014
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Posted: Nov 2, 2016 02:38 PM
Msg. 131 of 140
That's awesome, I want to play that.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Nov 3, 2016 02:44 AM
Msg. 132 of 140
Wireframe pl0x
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 3, 2016 03:18 PM
Msg. 133 of 140
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Alex
Joined: Apr 22, 2016
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Posted: Nov 3, 2016 04:34 PM
Msg. 134 of 140
It doesn't look that bad...
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Nov 3, 2016 05:31 PM
Msg. 135 of 140
model looks great textures need work. good to see improvement from you halonimator
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Alex
Joined: Apr 22, 2016
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Posted: Nov 3, 2016 06:38 PM
Msg. 136 of 140
Having a bit of an issue. When I place a spawn point of Vehicles, AI, Scenery, doesn't matter, Sapien crashes. My map: Debug.txt: 11.01.16 19:39:33 sapien pc 01.00.00.0609 ---------------------------------------------- 11.01.16 19:39:33 reference function: _write_to_error_file 11.01.16 19:39:33 reference address: 401b13 11.01.16 19:39:33 Couldn't read map file './sapienbeta.map' 11.01.16 19:39:33 *found 2 adapters... 11.01.16 19:39:34 CreateDevice succeeded with refresh rate = 0 11.01.16 19:39:34 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 11.01.16 19:39:35 Increasing sound decompression buffer size to 1048576 bytes 11.01.16 19:39:37 WARNING: 1 clusters in structure_bsp levels\kickass\kickass have no background sound or sound environment. 11.01.16 19:39:37 local player 0, weapon (0x0), deleted unexpectedly 11.01.16 19:40:01 EAX: 0x00000000 11.01.16 19:40:01 EBX: 0x17D1E370 11.01.16 19:40:01 ECX: 0x177F5600 11.01.16 19:40:01 EDX: 0x00000000 11.01.16 19:40:01 EDI: 0x17864750 11.01.16 19:40:01 ESI: 0x1763FAD0 11.01.16 19:40:01 EBP: 0x18598B12 11.01.16 19:40:01 ESP: 0x0019EB20 11.01.16 19:40:01 EIP: 0x0064023A, F7 79 60 52 ????? 11.01.16 19:40:01 EXCEPTION_INT_DIVIDE_BY_ZERO
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Halonimator
Joined: Dec 15, 2014
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Posted: Nov 4, 2016 04:19 PM
Msg. 137 of 140
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 4, 2016 07:38 PM
Msg. 138 of 140
Please if you aren't sure what the remedy might be......it's best to just stay quiet. 1. Export your bsp model as an obj and reimport it back into max, setup the frame and mat editor again as you did before with the original, apply only two materials to the model, one bitmap for the terrain make sure to only use a default vanilla texture and use a standard shader slot for the sky. 2. Delete or move whatever tags you had already setup for the map, compile your bitmaps, structure and lightmaps and test. REMEMBER TO REMOVE OR BACKUP ANY FILES FROM THE /DATA OR /TAGS DIRECTORY BEFORE YOU TROUBLE SHOOT. If your test works it means something screwed up in your old files.....
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Halonimator
Joined: Dec 15, 2014
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Posted: Nov 4, 2016 09:06 PM
Msg. 139 of 140
Quote: --- Original message by: Super FlankerPlease if you aren't sure what the remedy might be......it's best to just stay quiet. 1. Export your bsp model as an obj and reimport it back into max, setup the frame and mat editor again as you did before with the original, apply only two materials to the model, one bitmap for the terrain make sure to only use a default vanilla texture and use a standard shader slot for the sky. 2. Delete or move whatever tags you had already setup for the map, compile your bitmaps, structure and lightmaps and test. REMEMBER TO REMOVE OR BACKUP ANY FILES FROM THE /DATA OR /TAGS DIRECTORY BEFORE YOU TROUBLE SHOOT. If your test works it means something screwed up in your old files..... stf Edited by Halonimator on Nov 4, 2016 at 09:06 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Nov 4, 2016 09:47 PM
Msg. 140 of 140
Quote: --- Original message by: Halonimator
stf Edited by Halonimator on Nov 4, 2016 at 09:06 PM I have a salimander and I'm not afraid to use it. 
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