Help with Bitmaps, Shaders, Environments
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i have read some of the other topics on tool.exe this and still am confused but i talked to kirk on yahoo and did what he said but now i get a different error it says the following some one im me my aol screen name is trevor162003 and my yahoo is sniper_halo05
C:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmaps levels\splinte
r\bitmaps
Couldn't read map file './toolbeta.map'
### splinter_ground.tif
bitmap created: #512x#512, compressed with color-key transparency, 170K-bytes
C:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels\splin
ter splinter
Couldn't read map file './toolbeta.map'
building intermediate geometry...
### WARNING found #6 degenerate triangles.
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... indoor maximum (from sky sky\clear afternoon\cle
ar afternoon) is 120.000000 world units
building structure lens flares...done
structure bsp "levels\splinter\splinter"
BSP has 1183 nodes, 604 leaves
564 surfaces and 458 vertices in 2 material groups
0 portals, 1 clusters
75Kb collision data (4Kb vertices, 21Kb edges, 6Kb surfaces)
52Kb render data (18Kb vertices, 14Kb surfaces,
16Kb nodes/leaves, 3Kb clusters)
0Kb pathfinding data
----------------------
134Kb (without debug information)
C:\Program Files\Microsoft Games\Halo Custom Edition>
C:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmaps levels\splinte
r\bitmaps
Couldn't read map file './toolbeta.map'
### splinter_ground.tif
bitmap created: #512x#512, compressed with color-key transparency, 170K-bytes
C:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels\splin
ter splinter
Couldn't read map file './toolbeta.map'
building intermediate geometry...
### WARNING found #6 degenerate triangles.
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... indoor maximum (from sky sky\clear afternoon\cle
ar afternoon) is 120.000000 world units
building structure lens flares...done
structure bsp "levels\splinter\splinter"
BSP has 1183 nodes, 604 leaves
564 surfaces and 458 vertices in 2 material groups
0 portals, 1 clusters
75Kb collision data (4Kb vertices, 21Kb edges, 6Kb surfaces)
52Kb render data (18Kb vertices, 14Kb surfaces,
16Kb nodes/leaves, 3Kb clusters)
0Kb pathfinding data
----------------------
134Kb (without debug information)
C:\Program Files\Microsoft Games\Halo Custom Edition>
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an "STL check" is in the same modifier click box as "edit mesh" and "uvw map"
make sure you select your whole level before doing that
once you have no more errors in the STL check, export and run tool again.
if you still get errors, theres a file called <yourmapname).wrl
import that on top of your map in 3ds (unclick all the import options)
anywhere where the new imported object is, there is a problem with your map
Good luck!
make sure you select your whole level before doing that
once you have no more errors in the STL check, export and run tool again.
if you still get errors, theres a file called <yourmapname).wrl
import that on top of your map in 3ds (unclick all the import options)
anywhere where the new imported object is, there is a problem with your map
Good luck!