Tool error when converting .jms to .gbxmodel

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nelk





Posts: 2
Joined: Sun Apr 02, 2006 1:28 pm

Tool error when converting .jms to .gbxmodel

Post by nelk »

ok my title explains alot but just to restate, when using tool++ i select the model button then navigate to data\levels\a10 where inside i have a folder called models with my jms in it and also in a10 folders called shaders and textures and the other appropriate stuff, so when i hit run tool, it starts up then looks like its in a loop, ill try to get a pic

here we go
Image
(click to enlarge)
edited for smaller pic
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

this isn't an error.
You named your textures wrong
or, you don't have the shader files
some of the textures in the TIFs are slightly different in the shaders, btw.


My conclusion: You don't have the shaders. Get them.

And why are you making a JMS of A10, anyway?



EDIT:
I'm pretty sure that it should be 'steel light', but idk4sure
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nelk





Posts: 2
Joined: Sun Apr 02, 2006 1:28 pm

Post by nelk »

this is actually a tag i DL from halomaps.com

its the room in the maw with the armory, im going to put it in one of my BG scenarios and link a teleporter there so you can lock and load to raid the fortress i made,

The folder i got is at http://www.halomaps.org/index.cfm?pg=3&fid=1323 and didn't come with the .jms but had the .max so i opened up 3ds and exported it so i could make it into a gbx model and make a .scenery tag
so currently im stuck at what to do

and here is the pic of my shader folder and the directory its at, (click to enlarge) and note that after what you said, i tryed renaming the shader to steel-light but it still dosent work
Image
Classic





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Post by Classic »

Dont use tool++ it can't handle exceptions. Use the command line it's much more flexable.
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