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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »I need help with compiling

Author Topic: I need help with compiling (14 messages, Page 1 of 1)
Moderators: Dennis

DillPicklez903
Joined: Jul 28, 2016


Posted: Jul 28, 2016 05:02 PM    Msg. 1 of 14       
When i try to compile a map,it says its too much used space used.The thing is,my tool used to work with more items,bipeds,extracted maps,and bigger maps,as of now im only using weapon tags from three maps and it still wont compile on the tutorial level,any help would be nice.


Debug:
07.28.16 16:43:09 tool pc 01.00.00.0609 ----------------------------------------------
07.28.16 16:43:09 reference function: _write_to_error_file
07.28.16 16:43:09 reference address: 42ca20
07.28.16 16:43:09 Couldn't read map file './toolbeta.map'
07.28.16 16:43:21 WARNING: 27 clusters in structure_bsp levels\test\tutorial\tutorial have no background sound or sound environment.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 28, 2016 05:24 PM    Msg. 2 of 14       
1. That debug tells us nothing. Delete your debug file > recompile map > paste new debug.


2. The reason why tool was previously able to compile your maps which contained "more items,bipeds" is probably because all though you were utilizing alot of files the amount of memory space that those files take up was altogether probably low.

3. The theoretical reason as to why you cannot compile a map now with only a handful items maybe because although you are utilizing fewer items in your build than before, those "fewer items" in question utilize alot more of tools alotted memory.

In short the items you have assigned to your scenario now are taking up too much memory space to be successfully compiled into a cache file (map).

You may need to optimize the files you are using in order to make them more acceptable for tool to convert into a map.


DillPicklez903
Joined: Jul 28, 2016


Posted: Jul 28, 2016 08:25 PM    Msg. 3 of 14       
How would I optimize?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 29, 2016 04:55 AM    Msg. 4 of 14       
Stuff like omitting meaningless shaders > detail maps e.t.c.

Lowering texture size > 512 should be standard > 1024 should be considered generous

Reducing model detail count > A little more tricky than it sounds.


DillPicklez903
Joined: Jul 28, 2016


Posted: Jul 29, 2016 08:45 AM    Msg. 5 of 14       
Last question (I hope),how do I lower texture size and omititing meaningless shaders and detail maps?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 29, 2016 09:52 AM    Msg. 6 of 14       
Well that's easy just extract a texture using BBE.

Then downscale the texture to your preferred size but remember the lower the resolution (size) the lower the quality.

FYI Image scales need to be by the power of two.

I.E

1x1

2x2

4x4

8x8

16x16

32x32

64x64

128x128

256x256

512x512

1024x1024

2048x20148

4096x4096

8192x8192

I'll stop here since I really doubt you'll find sizes higher than 8K.

As for omitting useless shaders and detail maps.....it's just as easy as removing a directory path within a tag field.....inside guerilla.


DillPicklez903
Joined: Jul 28, 2016


Posted: Jul 29, 2016 01:09 PM    Msg. 7 of 14       
thank you,last off-topic question,my arrows don't work in sapien(on bipeds)to raise objects,how do I fix that?


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Aug 1, 2016 02:34 PM    Msg. 8 of 14       
Quote: --- Original message by: DillPicklez903
thank you,last off-topic question,my arrows don't work in sapien(on bipeds)to raise objects,how do I fix that?


your arrows? what?

you set the height in the object(I think) window


S12Spark
Joined: Apr 25, 2015


Posted: Aug 1, 2016 04:55 PM    Msg. 9 of 14       
The arrows whenever you select an object do not work for height for whatever reason, at least for me, so you have to edit it manually using the z coordinate.


SBB_Michelle
Joined: Nov 4, 2015

This site brings me pain.


Posted: Aug 4, 2016 11:08 PM    Msg. 10 of 14       
You need tool_pro, I can't link it here because Dennis doesn't trust it. It is so you don't have a mapsize limit, which helps a lot. If you want it I am going to have to send it trough something else than halomaps. PM me your contact info and I will give it to you.



Also, I think 1024*1024 bitmaps are ok, they can already look bad on 1080p if the model is meant to be seen from two sides.

The only way of optimizing I suggest is making sure there is no multiple versions of the same tag in different locations.
Edited by SBB_Michelle on Aug 4, 2016 at 11:11 PM


S12Spark
Joined: Apr 25, 2015


Posted: Aug 4, 2016 11:43 PM    Msg. 11 of 14       
Or, you can use opensauce and have the map not be unstable. Opensauce is the way to go for singleplayer. I suppose if you want to reach a wider audience for multiplayer that you can use tool_pro, but it can cause instability in your map, and, some of the copies had malware.


SBB_Michelle
Joined: Nov 4, 2015

This site brings me pain.


Posted: Aug 5, 2016 09:28 AM    Msg. 12 of 14       
It can only cause instability if you go over the TAG SPACE LIMIT, but not if you go over the MAP SIZE LIMIT.

The unstable maps you are talking about are using ripped tags which can't be ripped, like opensauce shaders. So everytime when opensauce loads those shaders is crashes because the data is incomplete. It has nothing to do with the tool, you're acting like opensauce is magical and does something else than graphical and scripting enhancements. Truth is, default CE is just as good at handling maps bigger than the max mapsize, it is a limit that gearbox set because of internet speeds at the time. Same with the vertex space limit, I got a person to hack a tool to have no mapsize limit and have a higher vertex space limit than 32. Bigass uses that right now, and Bigass used to use tool_pro. Both tools did not cause any crashes, the only crashes were because of mapscripts being broken and tags having issues. Stuff that is fixed now.

tl;dr : All those crashes were caused by the mapmakers, not tool_pro.


S12Spark
Joined: Apr 25, 2015


Posted: Aug 5, 2016 03:24 PM    Msg. 13 of 14       
Anyone ever going to make that tool public? It would be nice to have, and tool_pro isn't exactly reliable in the sense that some copies had malware.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 5, 2016 04:31 PM    Msg. 14 of 14       
Quote: --- Original message by: S12Spark
Anyone ever going to make that tool public? It would be nice to have, and tool_pro isn't exactly reliable in the sense that some copies had malware.


No. Big shots like to hoard stuff so people can worship them more.


Tool_pro is just fine. If it isn't working for you it could be that your professional worth hasn't satisfied cmd enough.

 

 
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