help with export in 3dsmax 6

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trevor162003





Posts: 12
Joined: Sat Feb 28, 2004 11:54 pm

help with export in 3dsmax 6

Post by trevor162003 »

ok here is the deal i was following the video tutorials made by Kirk and i got the end of the 6th tutorial you have to click file then export then save the file in the models folder correct and you have to save it as splinter.jms so i put that in and hit enter then a message box comes up saying that the program does not know how to sace this file and nothing is exported so what do i do ..... o also in Kirk's 7th tutorial he starts out in comand promt and says to navigate to the haloCE folder how do i navigate in comand prompt if my haloCE is in the following path C:\\DocumentsandSettings\Owner\UserData\HaloCustomEditon im not sure what to type in the comand prompt ..... it gives me C:\\DocumentsandSettings\Owner ............ <----- im not sure what to type there if someone could help with the two problems i adressed i would apreciate it very much thank you :o
Deceptoris





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Joined: Sat Feb 28, 2004 11:59 am

Post by Deceptoris »

ok, i dont know the problem for the 3ds max but the tool.exe part is easy. go to C:\WINDOWS\system32. scroll down a couple screen lengths and look for an icon named cmd. once you find it, copy that to your halo custom edition folder, the same folder with sapien and guerilla and your much-used data folder. just paste the copied cmd program in you Halo Custom Edition folder and run it. when you run it, just type tool and go from there.
Deceptoris





Posts: 127
Joined: Sat Feb 28, 2004 11:59 am

Post by Deceptoris »

another thing. make sure you put the .dle thing in the plugins folder of whatever 3ds max version your using. i didnt do that and i couldnt get it to work for the longest time
trevor162003





Posts: 12
Joined: Sat Feb 28, 2004 11:54 pm

Post by trevor162003 »

thanks for the tool advice but dose anyone know about the other problem or what a .jms file is cause my 3dsmax 6 will not save it as a .jms for some reason
:?:
Italian_IcE





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Location: NY
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Post by Italian_IcE »

Ollie wrote:3sdmax problem:

a) make sure you have the Blitzkrieg plugin dfrom www.cortana.org

b) if you already have the plugin, make sure t's in the stdplugs folder.
did you try that? also blitzkrieg comes with hek, so it should be in the halo custom edition dir
Italian_IcE





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Post by Italian_IcE »

o ya, you must get this blitzkrieg for 3ds max 6 http://cortana.org/files/hek/MAX6.zip
trevor162003





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Joined: Sat Feb 28, 2004 11:54 pm

Post by trevor162003 »

what dose blitskrieg do ??
Stuart





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Joined: Mon Mar 29, 2004 2:35 pm

Post by Stuart »

it allows you to export from max in the .jms format
trevor162003





Posts: 12
Joined: Sat Feb 28, 2004 11:54 pm

Post by trevor162003 »

well i got the plugin for blitzkeirig and i put the 4 things in my system 32 then restarted and it still will not save as a .jms file
:cry:
trevor162003





Posts: 12
Joined: Sat Feb 28, 2004 11:54 pm

Post by trevor162003 »

trevor162003 wrote:well i got the plugin for blitzkeirig and i put the 4 things in my system 32 then restarted and it still will not save as a .jms file
:cry:

never mind i got it now
trevor162003





Posts: 12
Joined: Sat Feb 28, 2004 11:54 pm

Post by trevor162003 »

i have read some of the other topics on tool.exe this and still am confused but i talked to kirk on yahoo and did what he said but now i get a different error it says the following some one im me my aol screen name is trevor162003 and my yahoo is sniper_halo05



C:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmaps levels\splinte
r\bitmaps
Couldn't read map file './toolbeta.map'
### splinter_ground.tif
bitmap created: #512x#512, compressed with color-key transparency, 170K-bytes

C:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels\splin
ter splinter
Couldn't read map file './toolbeta.map'
building intermediate geometry...
### WARNING found #6 degenerate triangles.
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... indoor maximum (from sky sky\clear afternoon\cle
ar afternoon) is 120.000000 world units
building structure lens flares...done


structure bsp "levels\splinter\splinter"
BSP has 1183 nodes, 604 leaves
564 surfaces and 458 vertices in 2 material groups
0 portals, 1 clusters

75Kb collision data (4Kb vertices, 21Kb edges, 6Kb surfaces)
52Kb render data (18Kb vertices, 14Kb surfaces,
16Kb nodes/leaves, 3Kb clusters)
0Kb pathfinding data
----------------------
134Kb (without debug information)

C:\Program Files\Microsoft Games\Halo Custom Edition>
M2KBLOOD





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Joined: Mon Jun 28, 2004 11:13 am

Post by M2KBLOOD »

ok how did u get the .jms to work? i did the whole thing with teh blitzkrieg and i still cant get it to work. please help me.
andrew matlock





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Joined: Wed Jun 16, 2004 7:27 am
Location: southern ontario

Post by andrew matlock »

ya, me too. i followed the process right down to the letter and blitzkrieg still doesn't work. i'm hoping to get some replies to this same question over in the mapping forum.
M2KBLOOD





Posts: 44
Joined: Mon Jun 28, 2004 11:13 am

Post by M2KBLOOD »

ok i got it into .jms with chimp, so now it came up and saying there is no geometry linked to the frame. so what do i do now.
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