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»Forums Index »Halo 2 Vista Forum (Bungie/Microsoft) »Halo 2 Vista Map Design / Technical »Arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrg!!! corrupt again!

Author Topic: Arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrg!!! corrupt again! (9 messages, Page 1 of 1)
Moderators: Dennis

Grif
Joined: Jun 22, 2011

Awe man,.... not again:(


Posted: Jun 22, 2011 11:27 PM    Msg. 1 of 9       
hey, every single map i have created has ended up corrupt when i open them in H2 sapien, my lates test map compilation came up with this in the batch file...

--- covanent pike.ass
processing environment geometry...
### WARNING: Found duplicate shader collection name "shared" in:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
shaders\shader_collections.shader_collections
Looking for shaders in collection 'f_im' (scenarios\shaders\forerunner\industria
### WARNING found an override for shader 'scenarios\shaders\forerunner\industria
l\metals\panel_e' from collection 'f_im' (scenarios\shaders\forerunner\industria
l\metals)
### WARNING found an override for shader 'scenarios\shaders\forerunner\industria
l\metals\forerunner_blue_bottom' from collection 'f_im' (scenarios\shaders\forer
unner\industrial\metals)
### WARNING found an override for shader 'scenarios\shaders\forerunner\industria
l\metals\grate_diamond_dif' from collection 'f_im' (scenarios\shaders\forerunner
\industrial\metals)
### WARNING found an override for shader 'scenarios\shaders\forerunner\industria
l\metals\panel_c' from collection 'f_im' (scenarios\shaders\forerunner\industria
l\metals)
### ERROR there are 24 open or degenerate edges
6 edges: f_im panel_e
8 edges: f_im forerunner_blue_bottom
10 edges: f_im grate_diamond_dif
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### ERROR open edge: reported 24 errors

=== writing out structure 'scenarios\multi\covanent pike\covanent pike':
6 materials and 0 markers,
2471 vertices, 1222 points and 2554 triangles.
collision bsp:
1096 planes, 2496 nodes and 1316 leaves,
1838 surfaces, 3059 edges and 1222 vertices.
structure:
0 portals, 1 clusters and 455 subclusters.
0 environment objects of 0 distinct types.

=== imported structure 'scenarios\multi\covanent pike\covanent pike' in 1m 00.70
9sec
average cluster distance error: 0.00
maximum cluster distance error: 0.00
=== built visibility for structure 'scenarios\multi\covanent pike\covanent pike'

=== saving imported structure scenarios\multi\covanent pike\covanent pike
Press any key to continue . . .




frustrating...., i don't know where the errors are!!!

need help here iz my map plz help.

http://www.megaupload.com/?d=DWNU7V1S


btw, i know there are lots of posts about this but they do not help at all...


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 23, 2011 07:28 PM    Msg. 2 of 9       
These are the important errors:

### ERROR there are 24 open or degenerate edges
6 edges: f_im panel_e
8 edges: f_im forerunner_blue_bottom
10 edges: f_im grate_diamond_dif
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### WARNING triangle outside bsp
### ERROR open edge: reported 24 errors



In 3DS Max you can use the STL Check Modifier tool to find errors.
Read about it here: http://www.3dmax-tutorials.com/STL_Check_Modifier.html

So use the STL Check to find where the errors are and then fix em.


Twinreaper
Joined: Jun 5, 2010


Posted: Jun 24, 2011 01:26 PM    Msg. 3 of 9       
You did light the map right? Unlike Halo CE, you cant import the map structure without running the lightmapper. Errors in geometry are nasty, but from the log you posted, you dont have nearly enough of them to cause any gameplay or compiling issues.


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 24, 2011 08:10 PM    Msg. 4 of 9       
Was wondering the same...for lighting this is the technique I use:


1) Light the map on the lowest light setting first.

2) Then compile again with no lighting. You can now view the scenario in Sapien (without light yes, but you can still see the BSP and start setting it up).

3) Finish/update the BSP.

4) When happy with the BSP mesh compile the new .ass file and light on full (or a higher light level).

5) Then setup in Sapien. Spawns and such.

6) Package and play.


Grif
Joined: Jun 22, 2011

Awe man,.... not again:(


Posted: Jun 26, 2011 04:42 PM    Msg. 5 of 9       
this is just a compilation without light, i was going to light it after all the errors were smoothed out


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 26, 2011 05:57 PM    Msg. 6 of 9       
You cannot open the scenario in Sapien without first doing some lighting, even the lowest; thats what I meant on my post just above.


Grif
Joined: Jun 22, 2011

Awe man,.... not again:(


Posted: Jun 26, 2011 06:47 PM    Msg. 7 of 9       
don't u think i know, i have lit this map before and still corrupt, i just want no errors before sapien and light


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Jun 26, 2011 08:26 PM    Msg. 8 of 9       
Your opening post: "hey, every single map i have created has ended up corrupt when i open them in H2 sapien" ...so thats where we started.


Anyways, start simple, start with just a box map so you understand the create\compile\light\package process. One or two shaders and the sky. Now that you've overcome a few issues you know what to do to prevent them in the future.

If you want some example Max files so you can compare things like how the materials are set-up you can check these out: http://www.monstrmoose.com/killsalone/Custom_Data_+_Tags/Data/scenarios/multi/


Back to the errors; did you use the STL Check modifier I suggested?


Grif
Joined: Jun 22, 2011

Awe man,.... not again:(


Posted: Jun 26, 2011 08:42 PM    Msg. 9 of 9       
if by that do u mean import the .wrl, then yes. i fixed the errors it pointed out but now when i go to compile the .ASS all the cmd comes up with is: Press any key to continue...

Edited by Grif on Jun 26, 2011 at 08:55 PM

 

 
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