Compile issues!

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TNTinthezone





Posts: 14
Joined: Fri Oct 14, 2005 11:05 pm

Compile issues!

Post by TNTinthezone »

Ive been working on this map for a while and i cant seem to get it to compile correctly. After i compile the map, i can not put any items in the map with h2sapien. I cant seem to fix the problem. There are a lot of errors and i dont know what to do. I even tried reinstalling the map editor I pasted the compile stuff below. help would be greatly apperiated.

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Code: Select all

--- map.ass
processing environment geometry...
### WARNING: Found duplicate shader collection name "shared" in:
        c:\program files\microsoft games\halo 2 map editor\tags\scenarios\shader
s\shader_collections.shader_collections
### ERROR: Unable to find shader "f_imflat_generic".
### ERROR: Unable to find shader "f_imforerunner_blue".
### ERROR: Unable to find shader "f_ifplate_rusted".
### ERROR: Unable to find shader "f_iftread".
### ERROR: Unable to find shader "f_ifplate_ext".
### WARNING triangle outside bsp
### WARNING triangle outside bsp

=== writing out structure 'scenarios\multi\map\map':
    7 materials and 0 markers,
    8714 vertices, 2204 points and 4546 triangles.
    collision bsp:
        2464 planes, 6120 nodes and 3103 leaves,
        3475 surfaces, 5681 edges and 2204 vertices.
    structure:
        0 portals, 1 clusters and 1294 subclusters.
        0 environment objects of 0 distinct types.

=== imported structure 'scenarios\multi\map\map' in 0m 44.212sec
average cluster distance error: 0.00
maximum cluster distance error: 0.00
=== built visibility for structure 'scenarios\multi\map\map'
=== saving imported structure scenarios\multi\map\map
Lighting map of c:\program files\microsoft games\halo 2 map editor\tags\scenario
s\multi\map\map
        10000 photons
        2 monte carlo samples per pixel
Hit control-c now if this isn't right.
Lightmap job started at 07.10.07 03:58:22.567

Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
  - mem (used= 0.00MB, free= 1072.04MB)
multiplayer/mainmenu map - loading dervish and chief animations, mp models
### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
file_open('tags\rasterizer\pixel_shaders_dx9\shaders_shader_passes_lightmap_ligh
tmap_tex_env_detail_dbl_spec_0.psh') error 0x00000002 'The system cannot find th
e file specified. '
file_open('tags\rasterizer\pixel_shaders_dx9\shaders_shader_passes_lightmap_ligh
tmap_tex_env_detail_dbl_spec_1.psh') error 0x00000002 'The system cannot find th
e file specified. '
file_open('tags\rasterizer\pixel_shaders_dx9\shaders_shader_passes_lightmap_ligh
tmap_tex_env_detail_dbl_spec_2.psh') error 0x00000002 'The system cannot find th
e file specified. '
file_open('tags\rasterizer\pixel_shaders_dx9\shaders_shader_passes_lightmap_ligh
tmap_tex_env_detail_dbl_spec_3.psh') error 0x00000002 'The system cannot find th
e file specified. '
ERROR: shader pass 'shaders\shader_passes\lightmap\lightmap_tex_env_detail_dbl_s
pec' failed to postprocess
### ERROR shader template 'shaders\shader_templates\opaque\tex_bump_env_dbl_spec
' references invalid pass 'shaders\shader_passes\lightmap\lightmap_tex_env_detai
l_dbl_spec' in LOD #0 (skipping validation)
### ERROR shader template 'shaders\shader_templates\opaque\tex_bump_env_dbl_spec
' references invalid pass 'shaders\shader_passes\lightmap\lightmap_tex_env_detai
l_dbl_spec' in LOD #1 (skipping validation)
### ERROR shader 'objects\characters\masterchief\shaders\masterchief_visor' refe
rences invalid template 'shaders\shader_templates\opaque\tex_bump_env_dbl_spec'
(skipping validation)
TAG_LOAD: failed to postprocess: 'objects\characters\masterchief\shaders\masterc
hief_visor.shader'
TAG_LOAD: removing invalid tag objects\characters\masterchief\shaders\masterchie
f_visor
### WARNING model 'objects\weapons\rifle\smg\garbage\magazine\magazine' didn't h
ave begin fade or max draw distances set and we couldn't build defaults
### ERROR geometry 'objects\characters\elite\fp_body\fp_body' shader 'objects\ch
aracters\elite\shaders\inset_lights' is opaque but was imported as transparent
### WARNING model 'objects\characters\elite\elite_mp' variant 'default' cannot f
ind region 'hg_lights'
### WARNING unit 'objects\characters\elite\elite_mp' does not have both a render
 model and an animation graph
WARNING: shader 'objects\weapons\multiplayer\flag\shaders\flag' could not resolv
e bitmap 'base_map'
WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\tens' could not reso
lve bitmap 'zero'
WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\ones' could not reso
lve bitmap 'zero'
### WARNING shader pass 'shaders\shader_passes\texture_camera\scope' texture #0
(implementation #0) has source extern - ignoring parameter name "scope"
### WARNING model 'objects\weapons\rifle\brute_plasma_rifle\brute_plasma_rifle'
collision model region 'default' has no corresponding model region (will not be
collideable)
### WARNING effect 'effects\objects\weapons\rifle\covenant_carbine\reloading' pa
rticle system is invalid
### WARNING effect 'effects\impact\explosion_small\brute_shot\detonation' part '
effects\impact\explosion_small\brute_shot\detonation' was not found
damage info postprocess: couldn't find a physics model constraint with name: hin
ge02
### WARNING object 'objects\vehicles\ghost\garbage\seat\seat' has a bounding sph
ere radius much less than its model (0.120000 vs 0.364857)
### WARNING effect 'effects\objects\vehicles\ghost\hull_destroyed_initial_damage
' particle system is invalid
### WARNING effect 'effects\objects\vehicles\ghost\hull_major_damage' particle s
ystem is invalid
### WARNING object 'objects\vehicles\ghost\garbage\l_wing_shell\l_wing_shell' ha
s a bounding sphere radius much less than its model (0.080000 vs 0.285048)
### WARNING object 'objects\vehicles\ghost\garbage\r_wing_shell\r_wing_shell' ha
s a bounding sphere radius much less than its model (0.120000 vs 0.264751)
### WARNING effect 'effects\objects\vehicles\scorpion\trans_hull_major' particle
 system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_driver_major' partic
le system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_front_tread_major' p
article system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_back_tread_major' pa
rticle system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_turret_major' partic
le system is invalid
### WARNING effect 'effects\impact\explosion_large\scorpion_shell\shell_explosio
n' particle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_hull_destroyed' partic
le system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_destroyed' part
icle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_wing_medium_damage' pa
rticle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_wing_destroyed' partic
le system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_medium_damage'
particle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_major_damage' p
article system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_turret_major_damage' p
article system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_turret_backhatch_major
_damage' particle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\turrets\mortar\wraith_mortar
_explosion' particle system is invalid
### WARNING effect 'effects\objects\vehicles\wraith\trans_minigun_destroyed' par
ticle system is invalid
### WARNING effect 'effects\objects\vehicles\banshee\trans_delayed_hull_destroye
d_damage' particle system is invalid
### WARNING effect 'effects\objects\vehicles\banshee\trans_cab_med_damage' parti
cle system is invalid
### WARNING effect 'effects\objects\vehicles\banshee\trans_cab_major_damage' par
ticle system is invalid
### ERROR geometry 'objects\weapons\support_high\flak_cannon\projectiles\flak_pr
ojectile' shader 'objects\weapons\support_high\flak_cannon\shaders\flak_bolt_lum
inous' is transparent but was imported as opaque
### WARNING effect 'effects\objects\vehicles\spectre\trans_hull_destroyed' parti
cle system is invalid
### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_minor_damage' pa
rticle system is invalid
### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_medium_damage' p
article system is invalid
### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_major_damage' pa
rticle system is invalid
### WARNING effect 'effects\objects\vehicles\spectre\trans_turret_major_damage'
particle system is invalid
### WARNING model 'objects\powerups\active_camouflage\active_camouflage' collisi
on model region 'glass' has no corresponding model region (will not be collideab
le)
### WARNING effect 'effects\impact\explosion_large\satchel_charge\satchel_charge
_explosion' particle system is invalid
Compiling scripts...
scripts successfully compiled.
Building Havok representation for bsp...
starting scenarios\multi\map\map...
Finished loading scenario in 00:01:35 [h:m:s] (00:01:36 [h:m:s] total)
  - mem (used= 228.56MB, free= 843.48MB)
finding checkerboard sky surfaces...done
processing scenery objects
done processing scenery objects
NUG BUILD: built a grid with 134 triangles and 1 elements
           made 451 cells and 2965 designators (7485 duplicated cells)
           mean ratio of 1.445565 designators per occupied cell
Finished processing geometry in 00:00:34 [h:m:s] (00:02:10 [h:m:s] total)
  - mem (used= 293.62MB, free= 778.42MB)
deleting unneeded tags...done!
built 3 light managers
Finished casting photons in 00:00:00 [h:m:s] (00:02:10 [h:m:s] total)
  - mem (used= 295.38MB, free= 776.66MB)
Finished computing r.e. entries in 00:00:00 [h:m:s] (00:02:10 [h:m:s] total)
  - mem (used= 298.68MB, free= 773.37MB)
Finished rasterizing in 00:00:05 [h:m:s] (00:02:15 [h:m:s] total)
  - mem (used= 284.07MB, free= 787.97MB)
writing out 0 buckets...
dumping heap usage (currently 230899467 bytes) to C\heap_dump.txt...
Finished! (total time: 00:02:22 [h:m:s])
  - mem (used= 254.80MB, free= 817.24MB)
--------- lightmap stats ---------
photons cast:                   0
raytests from photons:          0 (0.00)
calls to find_photons:          0
raytests from find_photons:     0 (0.00)
calls to compute_light_value:   0
sun tests:                      0
sun raytests:                   0 (0.00)
point light tests:                      0
point light raytests:           0 (0.00)
surface light tests:            0
surface light raytests:         0 (0.00)
indirect radiance raytests:     0 (0.00)
Press any key to continue . . .

-------------------------------------------------------------------------------------
llama_juice




Articulatist 500

Posts: 799
Joined: Mon Aug 01, 2005 11:53 am
Contact:

Post by llama_juice »

These Errors...
### ERROR: Unable to find shader "f_imflat_generic".
### ERROR: Unable to find shader "f_imforerunner_blue".
### ERROR: Unable to find shader "f_ifplate_rusted".
### ERROR: Unable to find shader "f_iftread".
### ERROR: Unable to find shader "f_ifplate_ext".

You need to put spaces between the material "header" and the shader name. (I don't know if header is the "official" word for it... it's the f_im or f_if in your case)
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TNTinthezone





Posts: 14
Joined: Fri Oct 14, 2005 11:05 pm

Post by TNTinthezone »

I fixed those errors and i still get all the other errors. I even tried to compile a different map, same thing, i tried a different computer and i got the same thing. it may be because i am using blue streak because i have 3ds 9
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