When I try to compile my map using tool (I'm using tool++), i get the following error:
If it helps, the "splinter" file is in fact listed as a .txt and not a .jms file in Windows Explorer?
Okay, so how do I create a .jms? I exported the txt file using gmax and chimp, then deleted the stuff at the beginning and end and saved as splinter.jms. It was listed in WE as:
ok ur using gmax and chimp ok ive neaver had any experience with chimp so i cant help u any other than to tell u to try saving as a .jms again and retry exporting
you can also use Blitzcrieg, which comes with HMT, u have to put blitzcrieg in 3ds max's plugins folder and then you can export using .jms file type... hope that helps if u dont have chimp and that other stuff. I've heard the blitzcrieg way is easier even thogh that the only way i've exported with .jms.
viperxp wrote:you can also use Blitzcrieg, which comes with HMT, u have to put blitzcrieg in 3ds max's plugins folder and then you can export using .jms file type... hope that helps if u dont have chimp and that other stuff. I've heard the blitzcrieg way is easier even thogh that the only way i've exported with .jms.
he uses gmax
u cant use the blitzcrieg plugin with gmax
and i dont know what to tell u with that error man ive neaver seen it b4
yea, i understand he's using g-max, but if he has problems with that I was just stating he could use 3ds max, just to be helpful and say what I know, ha ha which isn't much yet.
YAY!
Tool++ is now accepting my jms file, but (inevitably) there is another problem.
The program now displays a very long list of.... well, something - I'm not quite sure what, since I am unable to actually scroll down. It looks as if Tool++ is asking me to make some kind of decision. After this, Tool++ promptly destabilizes and soon my entire system (with all the programs running) is on its knees. In the end, I have to do a hard reboot. Could someone perhaps explain what's happening and what I could do to avoid it?
Here's a pic of what Tool++ lets me see - I couldn't scroll down to see the rest.
1. export the bitmap
your bitmap must be a .tif in your data\levels\yourmap\bitmaps folder
in tool type tool bitmaps levels\your map\bitmaps
and it should say bitmap created compressed woth color key.....
2. exporting the level
u got that already
2a. if it askes for the shader type close tool and omep guerilla
goto new and choose shader_environment
YOU MUST MAKE A SHADER FOR EVERY BITMAP YOU HAVE IN THE MAP
in the shader window choose simple under the parameters section
then scroll down to the base map and click the 3 dots and navigat to the bitmap u are making this shader for and choose it
now click save as and name the shader the same name that tool asks for
for example it tool says "what type of shader do u want to the material blue then u name the shader for that bitmap blue
hope i helped
maybe some day ill put all my little 2 min. tuts together in to one big one
hmm. I already have the "splinter_ground.shader_environment" tag in my shaders directory and the "splinter_ground.bitmap" tag in my bitmaps directory. Any suggestions?