map compiling is not working
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map compiling is not working
i try to complie my map and it says "can not read map file toolbeta.map"
and it says that for build a catch file
and it says that for build a catch file
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i get same error, here it is eaxctly guys:
C:\Program Files\Microsoft Games\Halo Custom Edition>tool.exe build_cache_file l
evels\test\tutorial\tutorial
Couldn't read map file './toolbeta.map'
usage: tool.exe verb <options..>
model source-directory
animations source-directory
strings source-directory
unicode-strings source-directory
bitmaps source-directory
bitmap source-file
structure scenario-directory bsp-name
structure-lens-flares bsp-name
structure-breakable-surfaces structure-name
collision-geometry source-directory
physics source-file
sounds directory-name platform<xbox,wav,ogg> ogg_only_value_flag<quality or bi
trate>
sounds_by_type directory-name type <round to 64 samples:yes/no>
build-cache-file <scenario-name>
windows-font
hud-messages <path> <scenario-name>
lightmaps <scenario> <bsp index> <quality> <stop threshhold>
process-sounds <root path> <substring> <gain+|gain-|gain=|maximum-distance|min
imum-distance> <value>
merge-scenery <source scenario> <destination scenario>
zoners_model_upgrade
import-device-defaults <defaults|profiles> <savegame path>
C:\Program Files\Microsoft Games\Halo Custom Edition>tool.exe build_cache_file l
evels\test\tutorial\tutorial
Couldn't read map file './toolbeta.map'
usage: tool.exe verb <options..>
model source-directory
animations source-directory
strings source-directory
unicode-strings source-directory
bitmaps source-directory
bitmap source-file
structure scenario-directory bsp-name
structure-lens-flares bsp-name
structure-breakable-surfaces structure-name
collision-geometry source-directory
physics source-file
sounds directory-name platform<xbox,wav,ogg> ogg_only_value_flag<quality or bi
trate>
sounds_by_type directory-name type <round to 64 samples:yes/no>
build-cache-file <scenario-name>
windows-font
hud-messages <path> <scenario-name>
lightmaps <scenario> <bsp index> <quality> <stop threshhold>
process-sounds <root path> <substring> <gain+|gain-|gain=|maximum-distance|min
imum-distance> <value>
merge-scenery <source scenario> <destination scenario>
zoners_model_upgrade
import-device-defaults <defaults|profiles> <savegame path>
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- Joined: Wed Jan 21, 2004 9:47 am
****Note"""dont use any of the indications of <space> in your command line, its just a heads up you need to hit your spacebar"""****
Its probalably the way you have it installed. I had this errors til i checked the path to wich i was running teh files from and made sure my files wher ein the proper folders.
c:\program files\microsoft games\halo custom edition\ (installed path)
is what the follwoing commands use for installation folder, if you have it
installed somewhere else, use that and put in your folder tree.
If your doing
example: c:\<insert path>\tool.exe<space> struct<space>levels\test\name_of_your_map<space> name_of_your_map.jms
this command calls for the folder path of c:\program files\microsoft games\halo custom edition\data\levels\test\name_of_your_map\models
***make sure your name_of_your_map.jms file is in this model foder***
the .jms file is your blitzkrieg exported map, or the tutorial map.
this will make you name_of_your_map.scenario tag, and name_of_your_map.scenario_structure_bsp tag that will be found in your name of your map folder under the tags folder.
when using tool.exe for the compile of your cache file/ map
c:\program files\microsoft games\halo custom edition\tags\levels\test\name_of_your_map\name_of_your_map (tags folder) <check this folder for your scenario tag files>
running c:\<insert path>\tool.exe build-cache-file<space> levels\test\name_of_your_map\name_of_your_map and after you successfully compile a struct scenario, youll see in this tag's folder 2 files called name_of_your_map.scenario, and name_of_your_map.scenario_structure_bsp
these are your scenario tags, wich you can now open up inside Sapein or guerilla once compilled. If neeed any clarification ask somemore questions.
Its probalably the way you have it installed. I had this errors til i checked the path to wich i was running teh files from and made sure my files wher ein the proper folders.
c:\program files\microsoft games\halo custom edition\ (installed path)
is what the follwoing commands use for installation folder, if you have it
installed somewhere else, use that and put in your folder tree.
If your doing
example: c:\<insert path>\tool.exe<space> struct<space>levels\test\name_of_your_map<space> name_of_your_map.jms
this command calls for the folder path of c:\program files\microsoft games\halo custom edition\data\levels\test\name_of_your_map\models
***make sure your name_of_your_map.jms file is in this model foder***
the .jms file is your blitzkrieg exported map, or the tutorial map.
this will make you name_of_your_map.scenario tag, and name_of_your_map.scenario_structure_bsp tag that will be found in your name of your map folder under the tags folder.
when using tool.exe for the compile of your cache file/ map
c:\program files\microsoft games\halo custom edition\tags\levels\test\name_of_your_map\name_of_your_map (tags folder) <check this folder for your scenario tag files>
running c:\<insert path>\tool.exe build-cache-file<space> levels\test\name_of_your_map\name_of_your_map and after you successfully compile a struct scenario, youll see in this tag's folder 2 files called name_of_your_map.scenario, and name_of_your_map.scenario_structure_bsp
these are your scenario tags, wich you can now open up inside Sapein or guerilla once compilled. If neeed any clarification ask somemore questions.
Last edited by Halo_Xtreme on Thu May 13, 2004 8:52 pm, edited 1 time in total.
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Joined: Wed Jan 21, 2004 9:47 am
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Joined: Wed Mar 17, 2004 3:13 pm
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- Posts: 79
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"tool struct levels\test\tutorial tutorial" will take the tutorial.jms file from data\levels\test\tutorial\models" folder and make the tutorial.scenario and tutorial.scenario_structure_bsp tags in your "tags\levels\test\tutorial" folder if for some reason when you installed it they were not put tehre already.
"tool build-cache-file levels\test\tutorial\tutorial" should compile your scenario files file into a .map file in the map folder.
You may also need to do radiosity on it. I use sapien to do the radiosity since its pretty easy, there should be a tutorial.bitmap file in your "tags\levels\test\tutorial" folder so you shouldnt have to, but it may need it to re apply radioity o anything you added.
to run radiosity in sapien open tutorial.scenario. Once this opens it will take a bit to load depending on your system, an dwill open p to a simply desktop application window. If you havent used it you will need to setup the windows. Close the "tool" window, and then look under views, youll see 3 listed at the bottom game property and hierarchy. uncheck each one so you can deal and resize them individually.
game view shows you a realtime in game view
property view is just like guerilla cet its a little mor evauge, i use guierlla for tag editing but it can also be done here.
herirarchy viw is a tree bracnh showing you eveything in your level, clicking on the entries shows you things under property view for tag changes or adds new instances to the map. It also select sany existing objects in the game view for manipulation.
if you need radiosity, make sure your in the game view. click the " ~ " to bring up the halo command line, a pinkish colored " halo ( " will appear, type the following three commands
radiosity_quality 0 or 1
radiosity_start (once this runs for a while or somtimes quickly, youll see 000000000.00 00000000.00 on the screen in grey, this mean sits finsihed.
finally, radiosity_save, this creates the tutorial.bitmap tag in the tags\levels\test\tutorial folder and your lighting and mapping should be good.
usually when you get prompts with tool.exe to appply shaders and define stuff from the command prompt, its not locating tags or shaders or required bitmaps for a few breif examples, in your proper install path. If it cant find them it has you manually set things like shaders. If it dosent know if it s an environment shader or a model shader fo rinstance, a prompt during the first part of compiling will list 9 choices to pick what type of shader the reference refers too. and if it dosent exist or if its applied wrong, it usually errors out with "some shaders where not imported" or somthign similar and you will have to either run tool again, wich ihave fixed some issues with by doing it several times. Or youll have to locate why its saying it dosent understand where you installed teh tutorial files too.
A side note to this, the first day i was trying to make these programs work, i sued a diff folder setup and it was not liking it, i would get some of the errors you listed, plus a few others, after i went back and ran the tool.exe command from directly in the halo custom edition directory, did my compiles start to work. I stil have the betatool.map error could not be found, but it dosent seem to prevent it from making a map long as eveything else falls ino place.
"tool build-cache-file levels\test\tutorial\tutorial" should compile your scenario files file into a .map file in the map folder.
You may also need to do radiosity on it. I use sapien to do the radiosity since its pretty easy, there should be a tutorial.bitmap file in your "tags\levels\test\tutorial" folder so you shouldnt have to, but it may need it to re apply radioity o anything you added.
to run radiosity in sapien open tutorial.scenario. Once this opens it will take a bit to load depending on your system, an dwill open p to a simply desktop application window. If you havent used it you will need to setup the windows. Close the "tool" window, and then look under views, youll see 3 listed at the bottom game property and hierarchy. uncheck each one so you can deal and resize them individually.
game view shows you a realtime in game view
property view is just like guerilla cet its a little mor evauge, i use guierlla for tag editing but it can also be done here.
herirarchy viw is a tree bracnh showing you eveything in your level, clicking on the entries shows you things under property view for tag changes or adds new instances to the map. It also select sany existing objects in the game view for manipulation.
if you need radiosity, make sure your in the game view. click the " ~ " to bring up the halo command line, a pinkish colored " halo ( " will appear, type the following three commands
radiosity_quality 0 or 1
radiosity_start (once this runs for a while or somtimes quickly, youll see 000000000.00 00000000.00 on the screen in grey, this mean sits finsihed.
finally, radiosity_save, this creates the tutorial.bitmap tag in the tags\levels\test\tutorial folder and your lighting and mapping should be good.
usually when you get prompts with tool.exe to appply shaders and define stuff from the command prompt, its not locating tags or shaders or required bitmaps for a few breif examples, in your proper install path. If it cant find them it has you manually set things like shaders. If it dosent know if it s an environment shader or a model shader fo rinstance, a prompt during the first part of compiling will list 9 choices to pick what type of shader the reference refers too. and if it dosent exist or if its applied wrong, it usually errors out with "some shaders where not imported" or somthign similar and you will have to either run tool again, wich ihave fixed some issues with by doing it several times. Or youll have to locate why its saying it dosent understand where you installed teh tutorial files too.
A side note to this, the first day i was trying to make these programs work, i sued a diff folder setup and it was not liking it, i would get some of the errors you listed, plus a few others, after i went back and ran the tool.exe command from directly in the halo custom edition directory, did my compiles start to work. I stil have the betatool.map error could not be found, but it dosent seem to prevent it from making a map long as eveything else falls ino place.
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- Joined: Wed Mar 17, 2004 3:13 pm
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- Posts: 81
- Joined: Wed Mar 17, 2004 3:13 pm
You typed the command wrong...peabnuts123 wrote:i get same error, here it is eaxctly guys:
C:\Program Files\Microsoft Games\Halo Custom Edition>tool.exe build_cache_file l
evels\test\tutorial\tutorial
Couldn't read map file './toolbeta.map'
usage: tool.exe verb <options..>
model source-directory
animations source-directory
strings source-directory
unicode-strings source-directory
bitmaps source-directory
bitmap source-file
structure scenario-directory bsp-name
structure-lens-flares bsp-name
structure-breakable-surfaces structure-name
collision-geometry source-directory
physics source-file
sounds directory-name platform<xbox,wav,ogg> ogg_only_value_flag<quality or bi
trate>
sounds_by_type directory-name type <round to 64 samples:yes/no>
build-cache-file <scenario-name>
windows-font
hud-messages <path> <scenario-name>
lightmaps <scenario> <bsp index> <quality> <stop threshhold>
process-sounds <root path> <substring> <gain+|gain-|gain=|maximum-distance|min
imum-distance> <value>
merge-scenery <source scenario> <destination scenario>
zoners_model_upgrade
import-device-defaults <defaults|profiles> <savegame path>
rather than being
It should betool.exe build_cache_file levels\test\tutorial\tutorial
"tool.exe build-cache-file levels\test\tutorial\tutorial"
You need to put hyphens where your underscores are.
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Posts: 782
- Joined: Thu Dec 11, 2003 11:10 pm
- Location: Just behind your computer screen
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- Posts: 81
- Joined: Wed Mar 17, 2004 3:13 pm