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getting maps to load

Posted: Tue Sep 18, 2007 3:56 pm
by Kael-Thas
could someone please help me. whenever i try to get a scenario to load in sapian it says it is corrupt
please help

Posted: Tue Sep 18, 2007 4:14 pm
by KIWIDOGGIE
use STL check in 3dsmax, Put on Compile and Light (Low or less than low, dont do anything stupid and do SUPER unless you want to wait 4-5 hours on a BOX) then make sure no open edges and textures dont have "ERROR" when you first compile with tool.
:wink: Hopes that helps

Posted: Tue Sep 18, 2007 6:47 pm
by johnnyblaz20
Unless there are just an outrageous amount of open edges it wont make the file corupt. a couple other things you might wanna check is make sure you connected the b_levelroot correctly. and make sure you unhide all before you export. if you dont know what the b_levelroot is just look around for tutorials but i'm sure you do. and like he said make sure you compile AND LIGHT.

Posted: Fri Sep 21, 2007 9:13 pm
by Kael-Thas
I did what you said and it still said it was corrupt. what else could be going on??

Posted: Fri Sep 21, 2007 9:29 pm
by johnnyblaz20
umm, your sure the b_levelroot was correctly attached?
the best thing to do is to test it with a plain box. just convert to editable whatever and flip surface, and export and compile, just make sure your not doing anything wrong. that'll take like 5 minutes. it has to be something your doing wrong. if that sounds like too much trouble go step by step through a basic map tutorial. and are you using the bungie exporter or not?

Posted: Sat Sep 22, 2007 7:58 am
by Kael-Thas
i tested it with just a box that was textured and it didn't work what do i do now

Posted: Sat Sep 22, 2007 5:01 pm
by johnnyblaz20
1 did you compile and light?
2 did you unhide all?
3 did you connect the b_levelroot correctly? any questions check a tut.
those are the main things to watch out for..

you know i was thinking and i'm pretty sure its the b_levelroot. just incase you dont know how to connect it here it is.
center your map first. take it out of polygon mode and click on the move tool then on the bottom put it at 0 0 0.
create a sphere and name it b_levelroot it has to be named just like that than put that at 0 0 0 also.
select your map than on the top left click the button just next to the redo button than select your b_levelroot.
to check it click the arrow up top and than the button next to it "select by object" and it should look like this
b_levelroot
->box01
with the box01 below and to the right of the b_levelroot.

also maybe you dont have your files in the right place or name

C:\Program Files\Microsoft Games\Halo 2 Map Editor\data\scenarios\multi\"map name"\structure
than save your 3ds max file and exported file in that directory and name them the same name as your "map name" folder

sorry if you already know all this, i'm just trying to help..

Posted: Mon Nov 05, 2007 3:16 pm
by erockman
i also have similar problems when i try to get more complex with my maps. i do know the process and can get a simple box map working no problem. i personally think something goes wrong when i try to attach seperately created objects, but i still cant figure it out. can anyone give me a quick list commonly made mistakes so i can move past this error?

as i said, i can get a box map working, so i am doing the b_levelroot link and stuff right.
appreciate any help
-eric-

and johnnyblaz, i did send u a pm asking pretty much the same question, but i guess u never got it. so if ur wondering why u have that message, thats why...:)

Posted: Mon Nov 05, 2007 3:28 pm
by johnnyblaz20
you have to make sure all objects are connected to the b_level root CORRECTLY. and most seperate objects have to be connected with the attach tool to the main structure or plane.

Select your main map, click on the attach tool and then click on your new object, now both objects are one, then you just have to connect them togather.

Posted: Tue Nov 06, 2007 1:01 pm
by erockman
so when i connect them, is it okay to have the object sticking through the map a bit? does that act as an open edge or something?

By connect, are you implying that something else needs to be done other than me moving the object to where i want it on the map?

and when u say ALL objects need to be connected to b_levelroot, do i link the seperately created objects before i use the attach tool?

-so far, im sure ive been doing it exactly the ways you've described it, so im hoping it might be some small problem, such as one of the above

Posted: Tue Nov 06, 2007 3:25 pm
by johnnyblaz20
I tell you what, upload your 3ds max file to the link below and pm me the url so i can take a look at it and i can probably help you alot after that.

http://www.filefront.com/

Posted: Mon Nov 19, 2007 2:35 pm
by erockman
alright blaz, sorry ive beeen away from the forums for a while. hopefully u still check your old posts. i pmed u the link to my scene. thanks for taking the time to check it out.

Posted: Tue Nov 20, 2007 5:57 pm
by johnnyblaz20
What version of max are you using?

Posted: Wed Nov 21, 2007 10:43 pm
by erockman
Max 9 with the ghost exporter