Comiling/Sapien Problem

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acezenitsu





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Comiling/Sapien Problem

Post by acezenitsu »

Ok, I made my map then when i compile it, it shows the following errors/warnings

### ERROR: Unable to find shader "material #24"
### ERROR: Unable to find shader "material #25"
### WARNING overlapping surfaces0.000% |
### WARNING overlapping surfaces80.123% |

And im guessing these problems have something to do with Sapien not working
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T1xAnton




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Post by T1xAnton »

You didn't name your shaders correctly.
acezenitsu





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Post by acezenitsu »

alright...and where do i change the names
Would I change them to +sky and the other name?
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Post by T1xAnton »

Ok, a shader is created and in your shader in guerilla you put the base map which is your .bitmap file and your bump map, which the bump isn't required.. You then add your newly created shader folder to your shader collection file. Save it. You then add the Shader prefix to your material names in MAX. In example. Say in the shader collection I named my shader collection "Isl" (short for Island) then in max I would put the shader location "isl shadername" shader name being the shader's actualy name.. I will make a video tutorial, give me a bit.

Scratch that...I'm on XP...
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Post by johnnyblaz20 »

sounds like a simple answer to me.. in 3ds max in the MATERIAL EDITOR you need so replace material #24 & material #25 with the bitmap location and name,, example f_im scratchyass and leave +sky alone..
f= forerunner
i= industrial
m=metals
scratchyass= a bitmap name i made up

needs to be in the same format i put up there though.
and after that export again and compile again but delete old scenario file for that map..

p.s. errors are bad
warnings happen all the time
and make sure to hit the checkerboard box in the material editor every time you see it..........
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Post by llama_juice »

Lol read/watch some tutorials dude, it's obvious you don't know anything at all about the process or how it works.
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Post by acezenitsu »

Wow, thanks for the asshole-nitude, this is my first time taking such a deep dive into modding software, and without using tutorials besides getting the names of the levelroot and what not, Id say I got pretty far.
k thnx

Back on subject, my materials are named +sky and the scrachyass or whatever its called..
and the checkerboard boxes are clicked, i had done all this and it still shows up.
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Post by johnnyblaz20 »

so #1 is +sky
#2-3-4 ect is f_im bitmapname?
Last edited by johnnyblaz20 on Sat Aug 25, 2007 2:35 pm, edited 1 time in total.
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Post by T1xAnton »

F_IM isn't always how it is. You can have different things.. I already explained that, I wasn't to clear about it. You need to add your shaders to your Shader collection file.. then use the Shader Prefix you used in the shader collection file at the beginning of your shader name. "Shader Prefix(Space) ShaderName"

F_IM Flat_Light_Scratchy for example.

I'll find a way to make a tutorial.

________________

Create your bitmaps, Compile them.

In guerilla go to create new shaders. Create your shader and use the right kind of shader template. Once your shaders are created for all your bitmaps then your set for ID's in max.

[ About the bitmap creation:
Tags/scenarios/bitmaps/multi/mapname/bitmaps/ is the directory I think.
For Shaders, create your shaders in Tags/scenarios/shaders/multi/mapname/shaders/ ..I don't remember the directory exactly but its' close to that. it might not be tags. It might be Data/etc/etc/etc/etc.]



Now in max apply your shaders/materials. And no you don't have to check the checkered box unless you WANT to. It only makes the material visible.

When in tool, compile your map and its bitmaps will be applied to the SBSP.

There may be errors in that, but I am not on vista right now and I can't make a video tutorial.
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Post by johnnyblaz20 »

yes yes, i was just trying to help him get past his problem compiling. i would like that tutorial though so if you do make it please post.....
i'm also having problems with water and currently working on glass "i think i got that one down though.." but i'm going step by step through the 3ds max game creation tutorial maybe i'll figure it out there too, but it looks like its geared twards unreal. oh well.

p.s. why not upgrade to vista? it is amazing in my opinion, they have the bugs all worked out it seems. the only problem i have is old programs that dont work.
Last edited by johnnyblaz20 on Fri Aug 24, 2007 7:04 pm, edited 1 time in total.
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Post by T1xAnton »

I'll get to work on it as soon as I can.
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Post by johnnyblaz20 »

awsome
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Post by llama_juice »

Hey buddy I wasn't trying to be a prick at all... I was giving (good) advice. Now you're taking it without apologizing. I've been where you are and I sure as hell wouldn't have progressed to where I am now if I hadn't listened to some of the more educated people on the forums.

Yes, that's a polite way of saying listen to my advice fuckhead.
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Post by johnnyblaz20 »

sorry man... but on the other hand these forums are here for help.. there are noobs here "like me" and more advanced modders. i'm actually progressing fast but with the help of these forums a couple roadbumps got smoothed out with a short and sweet answer.
but your right, tutorials and figuring out for your self is the best way to learn..
i'm going through a few 3ds max tutorials now and learning way more than i thought i would..
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Post by llama_juice »

Well it's like... you don't go to a photoshop forum and ask how to create a new layer.... or how to create a mask... all that stuff is basic knowledge and it is stuff that people just should know before having to ask questions.

Sure this is a place to help people but when you ask so many questions about stuff that you don't really know anything about our answers won't really help you.

Sure it'll get you past your immediate problem.... but another issue will follow... if you understand the process you'll be able to get past by yourself.
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Post by johnnyblaz20 »

that is very true, like i said i'm going through tutorial after tutorial and making practice maps trying to learn all i can. and i agree alot of the halo2 modding tuts would answer most of these problems us noobs are having but not all.
i dont know why i have a large amount of triangles outside bsp or thrown?? but i want to figure that out for myself.. i think its just slop meaning i'm not taking enough time on an object...
believe me, i will come out with an awsome map in the next 6 months.
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skyline GT-R
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Post by skyline GT-R »

Wow a little over confident there. We will be the judge of weither the map is that great. There are pretty much some to no halo 2 vista modding tutorials. If you have absolutely no idea what you are doing then you should first start at halo ce where there is no limitations and then move up. Otherwise you should listen to what llama has been saying.
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Post by llama_juice »

As being confident is good, you really should be realistic. If you can create a good map (by good I mean a map that makes me want to download it just by the pictures provided... in other words a map with good visuals) You will seriously make me very surprised.

I've been toying with max for about two years now... and I consider my first year my whole nubby period... because I had that "I don't need tutorials" mindset. Since then I've only improved dramatically.

Even now I don't consider myself good at modeling... my standards are always set three levels above what I can produce.
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Post by johnnyblaz20 »

sorry, i'll just give up..
that what you want to hear?
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skyline GT-R
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Post by skyline GT-R »

See this is where you don't understand. Whatever, you quit if you want. It won't affect me or anyone else, only yourself.
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