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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »3 Objects only supposed to be 2 (3ds max)

Author Topic: 3 Objects only supposed to be 2 (3ds max) (10 messages, Page 1 of 1)
Moderators: Dennis

vmt
Joined: Jan 29, 2008


Posted: Nov 5, 2012 10:19 PM    Msg. 1 of 10       
I fixed the object issue but now when i try to run the jms exporter i get this error:

Runtime error: Out of scriptor memory - use options to increase

.... Any idea on how to fix this?

Edit:

You learn new things everyday.
For those of you who have ever encountered this problem and wanted to know how to get around it,
3ds Max only allocated so much of it's memory to scripts, in order to increase that size(temporarily) you need to press f11 then type "heapsize" , and push enter and it will show how much memory is being allocated for use in scripts.

To increase type "heapsize += 10000000" where 10000000 is the amount of bytes to increase by. You can't decrease, reloading 3dsmax will set the assigned memory to default. Don't increase the memory too much, I think default is about 20 meg, try increasing it by 10 meg at a time and importing the file.

I guess when you really research something because you want to finish it, you will find your answers lol.
Edited by vmt on Nov 5, 2012 at 10:47 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 5, 2012 10:48 PM    Msg. 2 of 10       
customize/preferences, maxscript tab, increase the initial heap allocation.


vmt
Joined: Jan 29, 2008


Posted: Nov 5, 2012 11:18 PM    Msg. 3 of 10       
Thanks for that :)

Okay so now I am at the .scenario stage of tool, ive made my shaders for my cliff, water, and grass, but when it go

tool structure levels\Lost Lost

I get this error in the debug:

11.05.12 23:16:45 tool pc 01.00.00.0609 ----------------------------------------------
11.05.12 23:16:45 reference function: _write_to_error_file
11.05.12 23:16:45 reference address: 42ca20
11.05.12 23:16:45 Couldn't read map file './toolbeta.map'
11.05.12 23:16:45 EAX: 0x00000000
11.05.12 23:16:45 EBX: 0x01475701
11.05.12 23:16:45 ECX: 0x00000000
11.05.12 23:16:45 EDX: 0x00000000
11.05.12 23:16:45 EDI: 0x0018F298
11.05.12 23:16:45 ESI: 0x00000000
11.05.12 23:16:45 EBP: 0x0018F170
11.05.12 23:16:45 ESP: 0x0018F160
11.05.12 23:16:45 EIP: 0x77D40C22, 83 C4 04 C2 ?????
11.05.12 23:16:45 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count

I'm assuming the problem is where it says hal in intermediate_geometry.c .... what does that mean?


Apparently it means not everything has material applied to it? How do i find out what doesn't? As far as I can tell all my faces have material applied to them...
Edited by vmt on Nov 5, 2012 at 11:31 PM

This is the error I am having now:



Is there a way to find out where those spots are and figure out how to fix the issues?
Edited by vmt on Nov 6, 2012 at 12:02 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 6, 2012 01:35 AM    Msg. 4 of 10       
1st select all your verts and weld at a value of 0.01.
re-export and re compile.

Yes there is a way to see where they are.
Import name of level.wrl into the max scene.


vmt
Joined: Jan 29, 2008


Posted: Nov 6, 2012 08:59 AM    Msg. 5 of 10       
Do you think this face is the one that needs fixed?



I don't see any extra vertices that I can weld to make it square instead of a triangle...

There are these random lines that keep poping up when i imporl the wrl
And I delete them and save everytime but they pop up as if the wrl creates them....



At first I thought they were the problem but after deleting them and then running the script and then it still not working I figured they weren't the problem. (These are on the wall opposite of that other wall).
Edited by vmt on Nov 6, 2012 at 09:23 AM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 6, 2012 09:41 AM    Msg. 6 of 10       
Please post wireframe. But i think it needs to be fixed, just cut from terrain vertices to the right corner of sky instead of left.


Or just look how i do it in my map to avoid errors:

Edited by altis94 on Nov 6, 2012 at 09:51 AM


vmt
Joined: Jan 29, 2008


Posted: Nov 6, 2012 09:50 AM    Msg. 7 of 10       
Here is the wireframe for the first picture:



Here is the wireframe for the second when the WRL is applied:

1st View


2nd View

Edited by vmt on Nov 6, 2012 at 09:55 AM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 7, 2012 12:02 PM    Msg. 8 of 10       
the way you are modeling the map is terrible. at least use brush tool or w/e its called. Just select vertice mode and scroll to the very bottom. It will make nice hills easily.


vmt
Joined: Jan 29, 2008


Posted: Nov 7, 2012 02:21 PM    Msg. 9 of 10       
That was my first time ever making a map and i made it with water and all in two days. Don't give people crap for no reason. I've heard from many advanced halo mappers that it is the best way to start learning how to make a map. Doesn't mean I won't eventually learn how to do it right, but I'd rather get the basics down first. Thanks.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 7, 2012 03:19 PM    Msg. 10 of 10       
my first map was a box, so no offence lol

 

 
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