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Help with tool.exe when structuring my model

Posted: Sat Apr 12, 2008 7:23 am
by CreationX
well i have just finished my map for testing,and I wanted to structure it.
so this is what i do, just like HEK told me to.
i typed in tool.exe structure levels\Contour\Contour Contour
(contour is the map name.
and it comes up with "building intermediate geometry then shows this

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choose a type for the shader '<none>':
  1. shader_environment
  2. shader_model
  3. shader_transparent_generic
  4. shader_transparent_chicago
  5. shader_transparent_chicago_extended
  6. shader_transparent_water
  7. shader_transparent_glass
  8. shader_transparent_meter
  9. shader_transparent_plasma
  choice (1-9):
here is the full read out

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D:\Program Files\Microsoft Games\Halo Custom Edition>tool.exe structure levels\Contour\Contour Contour
Couldn't read map file './toolbeta.map'
building intermediate geometry...
choose a type for the shader '<none>':
  1. shader_environment
  2. shader_model
  3. shader_transparent_generic
  4. shader_transparent_chicago
  5. shader_transparent_chicago_extended
  6. shader_transparent_water
  7. shader_transparent_glass
  8. shader_transparent_meter
  9. shader_transparent_plasma
  choice (1-9):
(PS: i use the command prompt because tool.exe opens and closes really fast)

Posted: Sat Apr 12, 2008 7:39 am
by CDK908
select a shader type -.- type 1 for shader_environment, 2 for shader_model...etc.and that comment about cmd wasn't neccessary...every one's tool.exe dont work.

Posted: Sat Apr 12, 2008 7:54 am
by CreationX
I picked 1 and i got this

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file_create('tags\<none>.shader_environment') error 0x0000007b 'The filename, di
rectory name, or volume label syntax is incorrect. '
couldn't create tag file 'tags\<none>.shader_environment'
failed to create new tag '<none>.shader_environment'
some shaders were not defined

Posted: Sat Apr 12, 2008 7:57 am
by Patrickssj6
CDK908 wrote:select a shader type -.- type 1 for shader_environment, 2 for shader_model...etc.and that comment about cmd wasn't neccessary...every one's tool.exe dont work.
Wrong. Never ever press anything unless you really know what you are doing.

One of your faces in max doesn't have a material applied to it. Every face needs a material applied to it.

Posted: Sat Apr 12, 2008 8:00 am
by CDK908
Patrickssj6 wrote:
CDK908 wrote:select a shader type -.- type 1 for shader_environment, 2 for shader_model...etc.and that comment about cmd wasn't neccessary...every one's tool.exe dont work.
Wrong. Never ever press anything unless you really know what you are doing.

One of your faces in max doesn't have a material applied to it. Every face needs a material applied to it.
i was assuming he know's what evironment shaders are and stuff....

Posted: Sat Apr 12, 2008 8:06 am
by CreationX
That would be my fault.
No, I don't.
This is my first time ever doing this kind of stuff.

edit:
obviously I need to read back over the tutorial.

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building intermediate geometry...
building collision geometry...
### ERROR couldn't update edge #301 (red).
### ERROR couldn't update edge #301 (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.
because there's something I'm Skipping over.
*ugh*

anyone wanna give me a protip on what I'm getting myself into?

Posted: Sun Apr 13, 2008 12:13 am
by Patrickssj6
You are one step closer but your level have 2 errors that have to be fixed. In 3ds max go to File->Import and import the yourlevel.wrl from the Halo Custom Edition Folder and uncheck all three boxes.

@CDK908

Do you know where the shader is being stored after you press any of those numbers? Do you think it will be a full functioning shader? Problem is that the shader is linked wrong inside the .scenario so even if you put a .shader into the /yourlevel/shader folder it will still use the one you just created (which is being put into the /tags/ folder for your reference). Even if you recompile your map it's going to first search for the tag inside the /tags/ folder then /shader/ folder...the one in the /tags/ folder doesn't have a bitmap applied to it which results in a blank Sapien...which is are about 50% of the complaints here on the forums. So better avoid this at all costs...you can manually relink the shaders inside the .scenario of course but you don't expect that from a new comer. :wink:

Posted: Sun Apr 13, 2008 8:05 am
by CreationX
here's a big problem..
it didn't save my .scenario.

Posted: Sun Apr 13, 2008 12:52 pm
by Patrickssj6
CreationX wrote:here's a big problem..
it didn't save my .scenario.
Have you fixed those errors?

Posted: Sun Apr 13, 2008 1:22 pm
by CreationX
yea i fixed them.

Posted: Wed Apr 30, 2008 3:01 pm
by koleshain41
How did you fix the .scenario not being there????????????