Help with tool.exe when structuring my model

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CreationX





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Help with tool.exe when structuring my model

Post 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

Code: Select all

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

Code: Select all

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)
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CDK908





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Post 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.
Signature over file size limit of 75kb, please read the rules.
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CreationX





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Post by CreationX »

I picked 1 and i got this

Code: Select all

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
Patrickssj6




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Post 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.
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CDK908





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Post 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....
Signature over file size limit of 75kb, please read the rules.
Don't Cry Just Go Die!
Andrew Jackson wrote:I have only two regrets: I didn't shoot Henry Clay and I didn't hang John C. Calhoun.
CreationX





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Post 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.

Code: Select all

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?
Patrickssj6




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Post 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:
CreationX





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Post by CreationX »

here's a big problem..
it didn't save my .scenario.
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Post by Patrickssj6 »

CreationX wrote:here's a big problem..
it didn't save my .scenario.
Have you fixed those errors?
CreationX





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Post by CreationX »

yea i fixed them.
koleshain41





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Post by koleshain41 »

How did you fix the .scenario not being there????????????
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