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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Using The Silent Cartographer: Evolved's features in your own map.

Author Topic: Using The Silent Cartographer: Evolved's features in your own map. (12 messages, Page 1 of 1)
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FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Jun 12, 2015 03:29 PM    Msg. 1 of 12       
--- Introduction ---
If you've no idea what The Silent Cartographer: Evolved is, go check out what you've been missing HERE.

Before I start, I want to give huge thanks to the CMT's Evolved team. Without them, none of this would be possible and I wouldn't have spent two hours typing this. Another big thanks to them for their public release of the tags, and the work put into organization and documentation so this is a lot easier than it would've been.

Now, I've separated this into a few pastes, as it all wouldn't fit into one forum post. There might be some stray BBCode as a result.

If you want to see it all in one paste, HERE is a link to that.

Before you start reading, just know that I'm assuming you've read the script documentation provided by the Evolved team in their releases. If you haven't read it, and something doesn't work, it may be because you didn't do something specified in the documents.

This is a pretty complicated process, so I hope I didn't mess up too badly. These are meant to be followed in order, so don't blame me if nothing makes sense when you skip ahead.

Without further ado...

--- Installing ---
http://pastebin.com/icaipNuH

--- Folder and File Creation ---
http://pastebin.com/Ba132hk7

--- File Editing / Find-Replacing ---
http://pastebin.com/Rs83UG8Y

--- Preprocessing ---
http://pastebin.com/2WMJvzzr

--- Level Globals ---
http://pastebin.com/YZENhSQy

--- Sapien Prep ---
http://pastebin.com/qrNb8kN3

--- Vehicles ---
http://pastebin.com/5vVsP4wc

--- Shades and Phantoms ---
http://pastebin.com/pWxQK7kv

--- Armor Abilities (Modules?) ---
http://pastebin.com/AE5AMGN4

--- Health Blips ---
http://pastebin.com/v5bEi20e

--- Map End ---
http://pastebin.com/YWSnNTMv

--- Symlinking ---
http://pastebin.com/w0LWbEc3

--- End ---

That should do it, I believe. If I missed anything, PLEASE let me know. I have to congratulate the Evolved team one last time. I may have made this needlessly a bit complicated, so if there are parts you get stuck on or need help, or even a place where I could make it less confusing or simplified, just reply and I'll do my best.

Hopefully this has been at least somewhat useful to someone.


Edit: Forgot to make click-able links.
Edit: Pastebins? wat
Edit: wuts tsc:e?
Edit: Added recommended reading of the docs.

Edited by FtDSpartn on Jun 12, 2015 at 03:50 PM
Edited by FtDSpartn on Jun 12, 2015 at 05:42 PM
Edited by FtDSpartn on Jun 12, 2015 at 06:00 PM
Edited by FtDSpartn on Jun 12, 2015 at 08:01 PM


Kinnet
Joined: Dec 27, 2013

Don't feed the hand that bites you.


Posted: Jun 12, 2015 04:58 PM    Msg. 2 of 12       
Thank yo so much for sharing !
i will implement them in my future projects


teh lag
Joined: May 6, 2008


Posted: Jun 12, 2015 07:19 PM    Msg. 3 of 12       
:) Really cool that you got everything working on your own. I hope that this is helpful to some people!


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Jun 12, 2015 11:44 PM    Msg. 4 of 12       
Thank you so much for this. Those armor abilities will be so kick ass to use.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 13, 2015 05:20 AM    Msg. 5 of 12       
Out of interest how long did this take you FTD?


FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Jun 13, 2015 08:50 AM    Msg. 6 of 12       
Quote: --- Original message by: SS Flanker
Out of interest how long did this take you FTD?

About two to three hours. I wanted to get it out there so people have it a bit easier than I did.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 13, 2015 09:25 AM    Msg. 7 of 12       
Quote: --- Original message by: FtDSpartn
Quote: --- Original message by: SS Flanker
Out of interest how long did this take you FTD?

About two to three hours. I wanted to get it out there so people have it a bit easier than I did.


? 3 hrs ? It'd take me week just to open guerilla :D Gr8 job m8.


ziko
Joined: Feb 26, 2011

Raw!


Posted: Jun 17, 2015 02:41 AM    Msg. 8 of 12       
Hey dude thanks for getting back to me and uploading a tutorial about this!

But i am still suffering issues after following all your steps in the tutorial.

I am suffering errors when compiling the scripts in OS_sapien which is preventing me to create my .map file, Im sure it is an issue between the 5 .hsc scripts in my 'data/levels/EQUIPTEST/scripts' folder , i have a feeling that there conflicting with eachother.

###NOTES###

#I have enabled the VISR script in the cmt_features file located in my 'MFOLDER' and then ran the batch file.

#I have placed the armor_module VISR in my map but i cannot equip or use it. :(

#I have already followed your tutorials including: Installing, Folder and File Creation, File Editing / Find-Replacing, Preprocessing, Level Globals, Sapien Prep and Armor Abilities (Modules?)

###Steps I followed to try get it working!###

I compiled the scripts with my hssp_EQUIPTEST.bat file and received the 'out' folder that contains 5 hsc files ( __components_apis, _components_cmt,_components_globals, _components_scenario and _components_shared).

I then copied these files from the 'MFOLDER' <- (This files on the desktop) into my halo directory 'data/levels/EQUIPTEST/scripts' folder.

I also have my pre-exsisting scripts.hsc file in the 'data/levels/EQUIPTEST/scripts' folder for my map to run!

I then opened my .scenario file in OS_Sapien and tried to compile the scripts but I receive the following error ' bellow.

debug.txt from OS_Sapien

06.17.15 16:17:08 sapien pc 01.00.09.0620 ----------------------------------------------
06.17.15 16:17:08 reference function: _write_to_error_file
06.17.15 16:17:08 reference address: 401b13
06.17.15 16:17:08 CreateDevice succeeded with refresh rate = 0
06.17.15 16:17:08 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
06.17.15 16:17:12 Increasing sound decompression buffer size to 1048576 bytes

06.17.15 16:22:28 [_components_cmt line 29] there is already a variable by this name.: curr_player_weapon_type none)

06.17.15 16:22:28 [_components_scenario line 29] there is already a variable by this name.: curr_player_weapon_type none)

06.17.15 16:22:28 [_components_shared line 48] there is already a variable by this name.: curr_player_weapon_type none)

06.17.15 16:22:28 recompiling scripts after scenarios were merged.
06.17.15 16:22:28 there is already a variable by this name.: curr_player_weapon_type none)

06.17.15 16:22:28 there is already a variable by this name.: curr_player_weapon_type none)

06.17.15 16:22:28 there is already a variable by this name.: curr_player_weapon_type none)


As previously stated i believe they are conflicting with eachother as i have noted out (;;) in Notepad++ the particular variable among the compiled .hsc files and that has worked but causes other multiple errors and conflict between the scripts!


I would really appreciate if you or anyone could provide me a solution to this! or telling me that i have done something wrong!

I really want the VISR feature in my map! Thanks Ziko
Edited by ziko on Jun 17, 2015 at 02:42 AM


FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Jun 17, 2015 09:31 AM    Msg. 9 of 12       
Only the 'src\cmt\weapons' scripts should have any variable by that name. Did you re-download the cmt script & bonus releases before starting?

Try that now, and first, from the script release, go in 'scripts\src' and drag 'cmt', 'globals' and 'shared' to your 'MFOLDER\scripts\src'. Overwrite all. From the bonus release, go in 'scripts\src' and drag over 'cmt' and 'globals'. Overwrite all.

These shouldn't be changed ever, as they're not scenario-specific.

Finally, it looks like it's also looking in your scenario scripts and finding the variable. Try and find it in your EQUIPTEST.hs that should be in 'src\scenarios\EQUIPTEST'. You'll want to comment it out in there (or remove it). Also, make sure you don't have an #include <src\cmt\weapons\...> in your scenario scripts (they should be in 'src\scenarios\EQUIPTEST' for you). That shouldn't be a problem though, unless the pre-processor broke, or the #ifdef in the weapon scripts was messed with.

Just for reference, from what I've gathered, the way the pre-processor works is it takes all of it's includes, finds the related scripts, and smashes them together (pretty much).

If Sapien is telling you that an error is in '_components_cmt', for instance, then it's most likely in one of your 'src\cmt\' scripts. '_components_scenario' would be from your 'src\scenarios\MAPNAME' and so on.
Edited by FtDSpartn on Jun 17, 2015 at 09:34 AM


ScarFOx
Joined: Sep 26, 2015

Yo buddy! You still alive?- Pixy 1995


Posted: Oct 31, 2015 08:50 PM    Msg. 10 of 12       
Every I add a gun or a pelican I keep getting a error like tag is too large, tag is corrupted or no free tag space


FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Nov 4, 2015 01:13 AM    Msg. 11 of 12       
Quote: --- Original message by: ScarFOx
Every I add a gun or a pelican I keep getting a error like tag is too large, tag is corrupted or no free tag space

Make sure you're using the Open Sauce version of Sapien.


ScarFOx
Joined: Sep 26, 2015

Yo buddy! You still alive?- Pixy 1995


Posted: Nov 4, 2015 03:31 PM    Msg. 12 of 12       
Quote: --- Original message by: FtDSpartn
Quote: --- Original message by: ScarFOx
Every I add a gun or a pelican I keep getting a error like tag is too large, tag is corrupted or no free tag space

Make sure you're using the Open Sauce version of Sapien.
Got it thank you

 

 
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