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Gmax JMS export?

Posted: Tue Jan 02, 2007 3:43 pm
by sharpshot2492
How do I export a map that I made in Gmax as a JMS file? And after I have a JMS file, what do I do then?

Posted: Tue Jan 02, 2007 4:52 pm
by crackcocaine
create a box named frame. Then link your map to the frame and run ghosts exporter script to export. Then in tool type "tool structure levels\test\(MAPNAME) (MAPNAME).
Then you can open the scenario in sapien.

Posted: Tue Jan 02, 2007 6:40 pm
by an emu
Well before you open it in sapien you need to give it a sky and map type in guerilla, then i would run radiosity in tool with this command:

tool lightmaps levels\(Mapname)\(mapname) (mapname) <Quality (0 or 1)> <untill rgb= (closer to 0= better quality, but more time, closer to 1= worse quality but less time)>

Example:

tool lightmaps levels\lookout\lookout lookout 0 0.07

^That would take only a minute or two.

tool lightmaps levels\lookout\lookout lookout 1 0.0001

^That would likely take a day or two.

Tool is faster at radiosity than sapien, and you can do other work while it runs.

AFTER THAT... you are ready to place objects in sapien.

Posted: Wed Jan 03, 2007 5:17 pm
by sharpshot2492
crackcocaine wrote:create a box named frame. Then link your map to the frame and run ghosts exporter script to export. Then in tool type "tool structure levels\test\(MAPNAME) (MAPNAME).
Then you can open the scenario in sapien.
Yeah but I'm using yayaps tut and it says to make a shader and the I do that structure tool command and it doesn't work. It says I need to choose an environment shader or something.

Posted: Wed Jan 03, 2007 6:30 pm
by an emu
That just means you haven't created a shader tag for your bitmap yet. Compile your bitmaps first, then in guerilla, create a new shader_environment tag with simple parameterization and your bitmap as the base bitmap. Save the shader as YourBitmapName.Shader_environment

Then use tool to build your scenario, and it should work fine.

You really should just read the HEK Tutorial that comes with the HEK, it tells you everything you need to know

Posted: Thu Jan 04, 2007 2:46 pm
by sharpshot2492
Well I used the danger canyon ground for the ground bitmap. This time I named it dangercanyon_ground.shader_environment. Last time I named it tutorial_map_ground.shader_environment. I still get the same error.

Posted: Thu Jan 04, 2007 3:46 pm
by an emu
you dont have to include the .shader_environment in the material name in gmax. just dangercanyon_ground

Posted: Thu Jan 04, 2007 4:37 pm
by sharpshot2492
Wait, I don't have to? Will it mess up if I do?

Posted: Thu Jan 04, 2007 6:17 pm
by crackcocaine
In gmax you have to have your bitmaps the same name as your shaders, I'm pretty sure.

Posted: Thu Jan 04, 2007 7:42 pm
by an emu
you never have to include the .shader_environment when naming your materials, 3ds max, gmax, its all the same because the exporter works the same way.

Posted: Fri Jan 05, 2007 1:31 pm
by sharpshot2492
Ok. Thanks for the help there. But I have encountered a new problem. Image

Posted: Sat Jan 06, 2007 8:02 am
by sharpshot2492
Someone please help!

Posted: Sat Jan 06, 2007 8:13 am
by TomClancey
omg.... go to the Hek_tutorial... well if your to stupid for that it means you have open edges hence the error msg, to fix it make sure u dont have overlapping edges or faces. oh and dont double post, people will reply jst takes a while.

Posted: Sat Jan 06, 2007 5:15 pm
by sharpshot2492
Yeah well go fist yourself because the problem isn't overlapping edges it is holes in the map! Read the HEK tutorial, noobs these days.

Posted: Sat Jan 06, 2007 6:40 pm
by an emu
learn how to fix open edges, usually welding some verts will do it.

Posted: Sun Jan 07, 2007 5:52 am
by TomClancey
srry, i read the message wrong, well in hek general the same question was asked and i though it was u so i answer it.