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Author Topic: Common Debug.txt errors. (43 messages, Page 1 of 2)
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UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Mar 14, 2009 02:36 PM    Msg. 1 of 43       
COMMON TOOL AND DEBUG.TXT ERRORS

Hey, I'm UnevenElefant5, and here are some helping notes for dealing with Tool errors and Debug.txt
If Sapien closes automatically after opening do this:
Go to the folder you installed Halo Custom Edition in. By default it is:
C:\Program Files\Microsoft Games\Halo Custom Edition
Look for the file called debug.txt.
Open it.
Scroll down to the bottom.
Read the last paragraph.
Try to understand what it means.
If you can't then maybe these will help:
http://hce.halomaps.org/index.cfm?fid=1983
http://hce.halomaps.org/index.cfm?fid=1982
http://hce.halomaps.org/index.cfm?fid=1981

NOTE:
Yes, a "###WARNING" is not usually fatal to your map
but a "###ERROR" usually is.


Common Geometry Errors and their Definitions:

Open Edges:
### ERROR edge #1394 is open
try selecting all the vertices in your map and weld to a threshold of 0.1 (or 0.01 depending on how small you are modelling)
If that doesn't work go to:
File->Import
Then click the .WRL .WRZ file type
Navigate to your Halo Custom Edition root directory.
if you saved your map before export you will see the name of your map in a .wrl file.
Import that.
If you didn't save it, then you will see either "debug" or "Untitled" import that
Now select all the error geometry and align it with your level by moving it to 0, 0, 0. and also go into the top view, then rotate it 90 degrees by dragging your cursor up.
If you imported with Chimp v1.6 http://hce.halomaps.org/index.cfm?fid=1147
then the geometry will already be aligned.
You should see a bunch of different colored faces. Select your map and delete the faces that are bad and re-make them.

Overlapping Surfaces:
### ERROR couldn't build bsp because of overlapping surfaces (orange).
If you made your map using several primitives (box, cylinder) then move the primitives farther away from each other so that they are no longer intersecting.
If it's made with one object, then import the .WRL file and it will show an orange face. Delete the corresponding face on your model and re-create it so that it no longer overlaps.

### ERROR couldn't update edge #
Problem: You have 2 two edges in the same place, and each of them have their own pair of vertices. Your map is using both of those faces in the model, and they didn't get welded them together, or you created an illegal face.
Solution:Try welding the vertices to a threshold of 0.1 or 0.01 depending on how small you are modelling, or if that doesn't work, convert your map to editable poly and target weld the bad verts.

### WARNING found nearly coplanar surfaces (red and green).
Problem: I think this is when 2 faces are almost on top of each other, but I'm not sure.
Solution: I would guess tha deleting the face would fix it, or moving some of the vertices so that the faces are not so close together.

Degenerate Triangles
Occurs when you have a triangle that has "collapsed." A triangle has 3 points, and a degenerate triangle occurs when the topmost point of the triangle collapses and is no colinear (is that a word?) with the other 2 points.
Here is a picture I found that illustrates it:




loc: Tried to add item ui\hud\hud_icon_messages with different size (1636) than expected (1096).
Problem: Means the file was bigger or smaller than expected. It will not affect the final map. Can occur with other files as well. Usually UI files related to pickup icons or strings for weapons/vehicles.

WARNING: 1 clusters in structure_bsp levels\warrens\warrens have no background sound or sound environment.
Problem: Means there is no backgound sound. Will not affect final map.
You can add background sound in sapien by expanding the cluster properties option in sapien

couldn't read #108 bytes from offset #64 in local tag 'tags\sky\sky_a50\skynight0\bitmaps\sky night.bitmap'
Problem: File is corrupted.
Solution: Re-rip using the http://hce.halomaps.org/index.cfm?fid=2289
Or, if it is custom, re compile it.

the model 'vehicles\car\car' and the animation graph 'vehicles\warthog\warthog' don't match
the object 'vehicles\car\car' will not animate

Problem: The node checksum lists in the .gbxmodel and .model_animation files do not match.
Solution: Open the .model_animation file and scroll to the bottom. Copy the "node checksum list" from there. Then open the .gbxmodel file and paste the value in at the top in "node checksum list"

That is the simple solution to the simple problem. It could also mean that your frames and bones are not rigged the same way as they are rigged in the animation file. If you are trying to match it to bungie's rig, then use the gbxmodel importer (http://ghost.halomaps.org/bluestreak/gbxmodel/ (right click save target as -> save it to prog files\3ds max\scripts))
Import the gbxmodel of the animation you are trying to replicate and double check all your frames.

the tag 'ui\hud\hud_icon_messages' was the wrong group type ('string_list' instead of 'unicode_string_list')
Problem: The .string_list file is not in the correct format.
Solution: save it in the right format. Whichever format tool tells you. Here you would save it as "unicode_string_list"

01.04.09 19:20:15 Couldn't read map file './toolbeta.map'
01.04.09 19:20:15 crosshair element 1 for weapons\r12\r12 is not valid
01.04.09 19:20:15 file_open('tags\weapons\plasma rifle\plasma rifle.model_animations') error 0x00000002 'The system cannot find the file specified. '
01.04.09 19:20:15 couldn't open model_animations tag 'plasma rifle.model_animations'.
01.04.09 19:20:15 failed to load weapon tag 'weapons\gravity_rifle\gravity_rifle'
01.04.09 19:20:15 failed to load item_collection tag 'item collections\single weapons\gravity_rifle'
01.04.09 19:20:15 file_open('tags\weapons\plasma rifle\plasma rifle.model_animations') error 0x00000002 'The system cannot find the file specified. '
01.04.09 19:20:15 couldn't open model_animations tag 'plasma rifle.model_animations'.
01.04.09 19:20:15 failed to load weapon tag 'weapons\gravity_rifle\gravity_rifle'
01.04.09 19:20:15 failed to load item_collection tag 'item collections\single weapons\gravity_rifle'
01.04.09 19:20:15 failed to load scenario tag 'levels\warrens\warrens'
01.04.09 19:20:15 file_open('tags\weapons\plasma rifle\plasma rifle.model_animations') error 0x00000002 'The system cannot find the file specified. '
01.04.09 19:20:15 couldn't open model_animations tag 'plasma rifle.model_animations'.
01.04.09 19:20:15 failed to load weapon tag 'weapons\gravity_rifle\gravity_rifle'
01.04.09 19:20:15 failed to load item_collection tag 'item collections\single weapons\gravity_rifle'
01.04.09 19:20:15 file_open('tags\weapons\plasma rifle\plasma rifle.model_animations') error 0x00000002 'The system cannot find the file specified. '
01.04.09 19:20:15 couldn't open model_animations tag 'plasma rifle.model_animations'.
01.04.09 19:20:15 failed to load weapon tag 'weapons\gravity_rifle\gravity_rifle'
01.04.09 19:20:15 failed to load item_collection tag 'item collections\single weapons\gravity_rifle'
01.04.09 19:20:15 failed to load scenario tag 'levels\warrens\warrens'
01.04.09 19:20:15 need to get the following tags:
01.04.09 19:20:15 weapons\plasma rifle\plasma rifle.model_animations
01.04.09 19:20:15 weapons\plasma rifle\plasma rifle.model_animations
Problem: You are missing these tags, or they are not in the right place:
weapons\plasma rifle\plasma rifle.model_animations.
It is listed twice because 2 objects in the map require the tag to operate correctly. (I am 90% sure that is the reason it is listed twice)
Solution: Rip them with the HEK+ or move them into the right place. Here you would take the file and move it into:
tags\weapons\plasma rifle

file_read('tags\sound\sfx\weapons\weapon_anims\plasrifle_melee.sound') error 0x00000026 'Reached the end of the file. '
couldn't read #72 bytes from offset #228 in local tag 'tags\sound\sfx\weapons\weapon_anims\plasrifle_melee.sound'

Problem: Again, corrupted tags.
Solution: Re-rip or re-compile them.


01.08.09 17:59:24 EAX: 0x0B173668
01.08.09 17:59:24 EBX: 0x00000001
01.08.09 17:59:24 ECX: 0x06466C84
01.08.09 17:59:24 EDX: 0x00000000
01.08.09 17:59:24 EDI: 0x0012E3F8
01.08.09 17:59:24 ESI: 0x00000000
01.08.09 17:59:24 EBP: 0x0012E2D0
01.08.09 17:59:24 ESP: 0x0012E2C0
01.08.09 17:59:24 EIP: 0x7C90EB94, C3 8D A4 24 ?????
01.08.09 17:59:24 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #3 is not a valid animation_block index in [#0,#3)

Problem: Something is wrong with a .model_animation file. It is probably one you modified.
Solution: Just delete the one you modified and redirect any tags referencing it to new directories.
This could be caused by extracting the scorpion or monitor (343 guilty spark) tags using the HEK+. It has a known issue with these tags. I believe these tags are available on halomaps, but if not the only way to get them back is to reinstall the HEK. Make sure you back up your tags folder if you have modified default tags.

garbage collection warning (60 slots free)
Problem: I think this means that you have too many .garbage files being placed in the scenario. Not fatal to your map.
Solution: Get rid of some. Not sure how though, never messed around with .garbage files.

01.08.09 18:00:51 ### WARNING camera went below atmosphere-dominant fog plane
Problem: This happened when I went underwater in the c10 scenario (343 Guilty Spark) I think it just means that you are underneath the fog layer. Not fatal to your map.

two fog planes intersected in a cluster (see black in error geometry).
Problem: You have two planes with the symbol "$" and they are intersecting across planes. Solution: When using the name "water!$" the plane you make must be a perfect plane. If you want the water plane to bend and flow up and down, more like a river, name it "timberland_waterfall!" You cannot have a nonplanar fog plane in your map.

crosshair element 1 for weapons\r12\r12 is not valid
Problem: In the .weapon_hud_interface tag you have the "sequence index" field for the crosshair set to a number higher than the amount of crosshair bitmaps. For example, you make a new crosshair bitmap with one picture on it. Then you must set the "sequence index" value to 0. If you have more than one, then change the numbr to whatever number you want. Remember, 0 counts as the first place, so the first picture has a sequence index of 0, the second has an index of 1, and so on.
Solution: Change it to a number that matches.

file_open('data\level\cliffhanger\models\cliffhanger.jms') error 0x00000003 'The system cannot find the path specified. '
Problem: Your tool structure command is directed to a directory that does not contain the .jms file.
Solution:If you exported your .jms to the wrong place, move it. If you haven't exported it, export it.

09.13.08 12:42:52 EXCEPTION halt in \halopc\haloce\source\physics\physics.c,#390:
Problem: Something is wrong with the physics of your most recently created asset. Either your physics are messed up, or your collision geometry is messed up.
Solution: Re-create both of them.

03.04.09 11:10:29 EAX: 0xFFFFFFFE
03.04.09 11:10:29 EBX: 0x001B2701
03.04.09 11:10:29 ECX: 0x0012F128
03.04.09 11:10:29 EDX: 0x000002CC
03.04.09 11:10:29 EDI: 0x0012F128
03.04.09 11:10:29 ESI: 0x00000000
03.04.09 11:10:29 EBP: 0x0012F000
03.04.09 11:10:29 ESP: 0x0012EFF0
03.04.09 11:10:29 EIP: 0x77C59A94, C3 8D A4 24 ?????
03.04.09 11:10:29 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count

Problem:The problem is not exactly specified, but the word material appears several times. The textures in your map are obviously bad or out of order.
IE:
1
3
2
Solution:Re-order your materials so they are numerically correct. Make sure all your faces have a material applied to them. Or completely re-do the materials.

Quote: --- Original message by: l283023
Solution:Re-apply materials to your model. Click the Face button under Editable Mesh. Select all (Ctrl+A). Scroll down to Surface Properties, and Set ID to your material.



Quote: --- Original message by: l283023
C:\Program Files\Microsoft Games\Halo Custom Edition>tool model it
Couldn't read map file './toolbeta.map'
### it.jms
### ERROR the marker '(null)' looks like garbage.
### ERROR failed to import geometry 'it.jms'.

Problem:Your geometry has been mistaken as a marker.
Solution:Give a name to your material.



### ERROR can't extract sprites without a valid plate
Problem: Usually means that you didn't make a blue border around your bitmap.
Solution: Select a 1 pixel wide border area and color it with pure blue. (0, 0, 255)


03.13.09 14:44:49 ESI: 0x00000000
03.13.09 14:44:49 EBP: 0x0012EEB0
03.13.09 14:44:49 ESP: 0x0012EEA0
03.13.09 14:44:49 EIP: 0x7C90E4F4, C3 8D A4 24 ?????
03.13.09 14:44:49 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error.


Problem: Occurs when hud messages are not compiled correctly.
Solution: Don't know the solution to this one, please post if you know it.




General Advice:
Quote: --- Original message by: Maniac1000
Change the Weld threshold to 0.01 instead of 0.1 because if you are working on something small or with high detailed parts you will mess the model geometry.
also include these things


Quote: --- Original message by: Koo294

To find open edges (Why no-one seems to use this I'll never know):

Also, the .wrl can be used for almost anything, so use it wisely.
Edited by Koo294 on Apr 9, 2009 at 01:06 PM









If you actually take the time to read and try to understand what Debug.txt and Tool tell you, you can even fix horrendously big problems.

Anyway, that's all I can add right now, if any of you guys have something to add, just post it here and I'll edit it into my first post :)
Edited by UnevenElefant5 on Apr 8, 2009 at 07:40 PM
Edited by UnevenElefant5 on Apr 12, 2012 at 03:51 PM
Edited by UnevenElefant5 on Apr 12, 2012 at 03:52 PM
Edited by UnevenElefant5 on Apr 12, 2012 at 04:18 PM


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Mar 14, 2009 03:00 PM    Msg. 2 of 43       
errors with ###WARNING tags are not errors


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Mar 14, 2009 03:04 PM    Msg. 3 of 43       
Yes, a "###WARNING" is not usually fatal to your map
but a "###ERROR" usually is.
edited with this info and some info on degenerate tris
Edited by UnevenElefant5 on Mar 14, 2009 at 03:08 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007

YES


Posted: Mar 14, 2009 03:15 PM    Msg. 4 of 43       
Change the Weld threshold to 0.01 instead of 0.1 because if you are working on something small or with high detailed parts you will mess the model geometry.
also include these things
http://halopc.moddercentral.net/haloforum/viewtopic.php?t=204&sid=9815814eaca8059cd9e8cb95fe56431a


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Mar 14, 2009 04:22 PM    Msg. 5 of 43       
Added, also took out that giant debug message because it turns out, there is a limit on the amount of characters you can have :P And I appeared to reach it lol.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Mar 15, 2009 07:55 AM    Msg. 6 of 43       
03.13.09 14:44:49 ESI: 0x00000000
03.13.09 14:44:49 EBP: 0x0012EEB0
03.13.09 14:44:49 ESP: 0x0012EEA0
03.13.09 14:44:49 EIP: 0x7C90E4F4, C3 8D A4 24 ?????
03.13.09 14:44:49 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error.

Occurs when hud messages are not compiled correctly.

I hsall add more, once I finish my research on why access violations happen.


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Mar 15, 2009 03:29 PM    Msg. 7 of 43       
Edited with that information. Also, Dennis sticky please :)


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Apr 8, 2009 04:36 PM    Msg. 8 of 43       
04.08.09 16:13:06 sapien pc 01.00.00.0609 ----------------------------------------------
04.08.09 16:13:06 reference function: _write_to_error_file
04.08.09 16:13:06 reference address: 401b13
04.08.09 16:13:06 Couldn't read map file './sapienbeta.map'
04.08.09 16:13:06 CreateDevice succeeded with refresh rate = 0
04.08.09 16:13:06 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
04.08.09 16:13:07 Increasing sound decompression buffer size to 1048576 bytes
04.08.09 16:13:08 EAX: 0xFFFFFFFE
04.08.09 16:13:08 EBX: 0x00000101
04.08.09 16:13:08 ECX: 0x0012E3D0
04.08.09 16:13:08 EDX: 0x000002CC
04.08.09 16:13:08 EDI: 0x0012E3D0
04.08.09 16:13:08 ESI: 0x00000000
04.08.09 16:13:08 EBP: 0x0012E2A8
04.08.09 16:13:08 ESP: 0x0012E298
04.08.09 16:13:08 EIP: 0x77DB9A94, C3 8D A4 24 ?????
04.08.09 16:13:08 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)


what does this mean


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 8, 2009 04:50 PM    Msg. 9 of 43       
File is corrupt, check the SP Tank and the Monitor tags.


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Apr 8, 2009 05:10 PM    Msg. 10 of 43       
ok i checked the tags and didnt find any errors, can you send me your tags and i will overwrite mine. my xfire is viperfast1992


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 8, 2009 06:15 PM    Msg. 11 of 43       
There are errors. Just download the tags from halomaps.


Gamma927
Joined: Jun 12, 2008


Posted: Apr 8, 2009 06:20 PM    Msg. 12 of 43       
Quote: --- Original message by: viperfast1992
ok i checked the tags and didnt find any errors, can you send me your tags and i will overwrite mine. my xfire is viperfast1992


http://hce.halomaps.org/index.cfm?fid=1628

Download, and overwrite your old tags with it. As for the monitor, until I can find the link, don't open any maps that have it.


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Apr 8, 2009 06:36 PM    Msg. 13 of 43       
thats wierd cause i dont think bloodgulch has the monitor in it. lol. ive already overwrote the tank. what else can it be.


Gamma927
Joined: Jun 12, 2008


Posted: Apr 8, 2009 06:53 PM    Msg. 14 of 43       
Try opening a map WITHOUT the tank, like beavercreek. If you can open it, then the tank is to blame, and you aren't overwriting it correctly.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 8, 2009 10:15 PM    Msg. 15 of 43       
I've tested this, you also get that error for out of order materials.


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Apr 9, 2009 01:32 AM    Msg. 16 of 43       
i can only open scenario tags that arnt made from the origional halo maps like bloodgulch and sidewinder. if i wanted to mod extinction i could but if i wanted to mod chaosgulch i cant. it has something to do with the origional maps. but how is that possible. i have another thread open. sapien error. please help me but i did all that they told me to. and still no work


=(


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Apr 9, 2009 01:01 PM    Msg. 17 of 43       
To find open edges (Why no-one seems to use this I'll never know):

Also, the .wrl can be used for almost anything, so use it wisely.
Edited by Koo294 on Apr 9, 2009 at 01:06 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 9, 2009 04:17 PM    Msg. 18 of 43       
Quote: --- Original message by: l283023
Quote: --- Original message by: chrisk123999
I've tested this, you also get that error for out of order materials.

You obviously have no clue what you are talking about.
There is no such thing as "out of order materials".
Each Material is given a Material ID, and as long as the Sub-Material has a name, tool will see no problem with the model...
Unless you don't have materials applyed to every face.

When you export to .JMS the data will not contain the Material ID's, so there will not be "out of order materials". The shaders will be represented by the name of the Sub-Materials.

The Sub-Materials can't be out of order, because it corresponds to a specific Material ID.
As long as the Material ID has a name for the Sub-Material, no matter what number the ID may be, there won't be a problem.


I've tested it a billion times, I know what i'm talking about. Out of order materials gets that error. Not all the time, but fixing the order usually fixes the error.


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Apr 12, 2009 10:19 AM    Msg. 19 of 43       
Quote: --- Original message by: chrisk123999
Quote: --- Original message by: l283023
Quote: --- Original message by: chrisk123999
I've tested this, you also get that error for out of order materials.

You obviously have no clue what you are talking about.
There is no such thing as "out of order materials".
Each Material is given a Material ID, and as long as the Sub-Material has a name, tool will see no problem with the model...
Unless you don't have materials applyed to every face.

When you export to .JMS the data will not contain the Material ID's, so there will not be "out of order materials". The shaders will be represented by the name of the Sub-Materials.

The Sub-Materials can't be out of order, because it corresponds to a specific Material ID.
As long as the Material ID has a name for the Sub-Material, no matter what number the ID may be, there won't be a problem.


I've tested it a billion times, I know what i'm talking about. Out of order materials gets that error. Not all the time, but fixing the order usually fixes the error.


I've also tested it a billion times, and I've even had my material ID numbers things like 1 8 3 4 12 and even numbers "over nine-thousand"... Obviously I'm being sarcastic about the last part.

But, I have a fixed, ripped model of Blood Gulch. It skips several numbers in the material ID's, and yet exports just fine. My current map has ID 4 missing, because the water!$ plane uses that ID (just for humor)... But ironically, my secret room has ID of 1-5, and my base also has an ID of 1-5. It doesn't cause any problems. For that matter, I had to rearrange my Hang 'em High model because several parts of it were out of order. I'll include an example that ID # order doesn't matter in my tutorial video.

Quote: Degenerate Triangles
Don't know the definition or the fix. They are not fatal, players can walk on them, but weapons and grenades will go right through them. Also, when exiting vehicles on degenerate triangles, players may fall throught the map.


Degenerate triangles are much like the "couldn't update edge", just not fatal. There's a face that is basically just a line, and may not even have a purpose in the map at all. I had about 12 of them in my current map, and all they were was just random edges attached to two seperate vertices, but had no attachment to the geometry otherwise. It's like creating an edge going from point 1 to 3, but skipping point 2 -- at least, that's how it is in my map right now)... Just load the .wrl and look for the errors, then move the edges around (ctrl+z to undo) until you find the edge that's uselessly just sitting there.


Quote: two fog planes intersected in a cluster (see black in error geometry).
Problem: You have two planes with the symbol "$" and they are intersecting across planes. Solution: When using the name "water!$" the plane you make must be a perfect plane. If you want the water plane to bend and flow up and down, more like a river, name it "timberland_waterfall!"


So, basically said, fog planes must be perfectly flat. What if you only want a certain area to contain water, say, a small lake -- but you have a secret room hidden /under/ the lake, in the same object in 3DS Max, and /don't/ want that to have water in it? Do you create a box, and name it only "water!", and not have a fog plane at all? Or is there a way for it to have a fog plane?
Edited by MF Boom on Apr 12, 2009 at 10:26 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 12, 2009 11:11 AM    Msg. 20 of 43       
Use water!$
And when it's in Sapien go into Guerrilla and remove the fog from that one part.
Read through this:
http://forum.halomaps.org/index.cfm?page=topic&topicID=21625
Edited by chrisk123999 on Apr 12, 2009 at 11:16 AM


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Apr 12, 2009 11:21 AM    Msg. 21 of 43       
Quote: --- Original message by: chrisk123999

Use water!$
And when it's in Sapien go into Guerrilla and remove the fog from that one part.
Read through this:
http://forum.halomaps.org/index.cfm?page=topic&topicID=21625
Edited by chrisk123999 on Apr 12, 2009 at 11:16 AM


... That didn't answer my question.

I was asking how to have a water plane only go so far down, so that the lake itself would have water, but the secret room below that lake wouldn't have water in it; yet still retain the fog... If you have two planes with the $ flag, one over the other, it'll give you an error about intersecting fog planes.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Apr 12, 2009 11:23 AM    Msg. 22 of 43       
If you actually read though it it explains how to turn off fog in certain areas and how to have more then 1 fog plane. About half way down the page.
Edited by chrisk123999 on Apr 12, 2009 at 11:24 AM
Edited by chrisk123999 on Apr 12, 2009 at 11:25 AM


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Apr 12, 2009 11:34 AM    Msg. 23 of 43       
Quote: --- Original message by: chrisk123999

If you actually read though it it explains how to turn off fog in certain areas and how to have more then 1 fog plane. About half way down the page.
Edited by chrisk123999 on Apr 12, 2009 at 11:24 AM
Edited by chrisk123999 on Apr 12, 2009 at 11:25 AM


I read through it. I didn't want to turn off fog, I just wanted to know how to have an enclosed water cluster, so that what was /below/ the water, wouldn't have water in it, but the BSP within that cluster would have water.


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Apr 12, 2009 12:20 PM    Msg. 24 of 43       
ok I don't think the problem is the material since its bloodgulch. I ripped it out of the map so it can't be that. the tank isn't the problem cause I can't open any origional halo maps. I'm not sayin I'm takin it out of my Halo Maps folder. I'm using CE maps. I can open all other maps. I don't know what else could be the problem. what do the maps have different then custom maps?????


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Apr 12, 2009 12:43 PM    Msg. 25 of 43       
Quote: --- Original message by: MF Boom

Quote: two fog planes intersected in a cluster (see black in error geometry).
Problem: You have two planes with the symbol "$" and they are intersecting across planes. Solution: When using the name "water!$" the plane you make must be a perfect plane. If you want the water plane to bend and flow up and down, more like a river, name it "timberland_waterfall!"


So, basically said, fog planes must be perfectly flat. What if you only want a certain area to contain water, say, a small lake -- but you have a secret room hidden /under/ the lake, in the same object in 3DS Max, and /don't/ want that to have water in it? Do you create a box, and name it only "water!", and not have a fog plane at all? Or is there a way for it to have a fog plane?
Edited by MF Boom on Apr 12, 2009 at 10:26 AM

In my experience, yes. Fog planes must be perfectly flat. That's why the river/waterfall on a30 does not have a fog plane. Same with the river on Mudslide_final.
The water on b30 is perfectly flat, and therefore it can have a fog plane. If you want your water to bend up and down, it can't have the "$" symbol.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 3, 2012 10:41 AM    Msg. 26 of 43       
what mean this:
01.02.12 23:35:39 sapien pc 01.00.00.0609 ----------------------------------------------
01.02.12 23:35:39 reference function: _write_to_error_file
01.02.12 23:35:39 reference address: 401b13
01.02.12 23:35:39 Couldn't read map file './sapienbeta.map'
01.02.12 23:35:39 CreateDevice succeeded with refresh rate = 0
01.02.12 23:35:39 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
01.02.12 23:35:40 Increasing sound decompression buffer size to 1048576 bytes
01.02.12 23:35:42 EAX: 0x1975C1E0
01.02.12 23:35:42 EBX: 0x00000100
01.02.12 23:35:42 ECX: 0x00000040
01.02.12 23:35:42 EDX: 0x00000100
01.02.12 23:35:42 EDI: 0x1975C1E0
01.02.12 23:35:42 ESI: 0x1A89B800
01.02.12 23:35:42 EBP: 0x00000100
01.02.12 23:35:42 ESP: 0x0018F144
01.02.12 23:35:42 EIP: 0x004F7739, F3 A5 8B CA ?????
01.02.12 23:35:42 EXCEPTION_ACCESS_VIOLATION


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Jan 3, 2012 05:20 PM    Msg. 27 of 43       
Generally for an error like that the best thing to do is to look at the last thing you did to your map and undo it. Try to work backwards and slowly undo the changes you did. One of them is bound to be the problem. This is really the only solution I've found to these types of errors, because there isn't a way to decode those errors (unless you made the game, I assume).


Spartan314
Joined: Aug 21, 2010

Biped rigger & FP animator


Posted: Jan 3, 2012 06:10 PM    Msg. 28 of 43       
lol wow EPIC bump.

This is really handy. Gotta keep this as a .txt on my desktop.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 3, 2012 06:10 PM    Msg. 29 of 43       
Quote: --- Original message by: UnevenElefant5
Generally for an error like that the best thing to do is to look at the last thing you did to your map and undo it. Try to work backwards and slowly undo the changes you did. One of them is bound to be the problem. This is really the only solution I've found to these types of errors, because there isn't a way to decode those errors (unless you made the game, I assume).


thanks for the solution i will remake the map see ya later


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Jan 3, 2012 06:20 PM    Msg. 30 of 43       
You don't have to remake it entirely, just look at the last change you made and undo it. If that doesn't work, undo the next change, etc. Also, look for things that you might not have tried in other maps. If you tried something you've never tried before, that's probably what's causing the issue.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 7, 2012 09:43 PM    Msg. 31 of 43       
EDIT> I don't know about this error:

### WARNING founf possible T-junction (pink)
Edited by NOBLE_X6 on Jan 16, 2012 at 02:46 PM


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Jan 17, 2012 12:25 AM    Msg. 32 of 43       
I got that a long time ago and I honestly don't know what it means. If I remember correctly, it didn't cause any anomalies or errors, so if you don't fix it I think you will be fine.


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 27, 2012 12:00 AM    Msg. 33 of 43       
Never mind.
Edited by YoGamerProductionz on Jan 28, 2012 at 04:00 AM


Waffles
Joined: Nov 18, 2010

fufufuuu


Posted: Feb 17, 2012 05:48 PM    Msg. 34 of 43       
ive had that error a few times, one was when my monitor bipeds animations got re-referenced upon extraction with hek+. check your ".model_animation" tag and make sure everything is referenced correctly. and just cuz it says "...seat_block" doesnt necessarily mean it pertains to a vehicle. i might be able to help a bit more if i knew what animations you were doing and what model you have.


UnevenElefant5
Joined: May 3, 2008

pansexual is best sexual


Posted: Apr 12, 2012 03:51 PM    Msg. 35 of 43       
updated the following:

degenerate triangles
different file sizes
background sound
animation graphs do not match
animation corruption
fog planes intersected
material index exception
cant extract sprites

Added Koo and Maniac's posts to the "General Advice" section. Please post any more errors you come across with their causes and solutions.

 
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