

But dont fear tool, control tool by understanding its fcuked up syntax.
KEY
YMN=the name of your map eg battle_zone
YDN=your data's name (bitmaps,scenery,shaders ect)
LAS=leave a space
turning a jms into a scenario tag
(make sure your jms is saved in this directory --- data\levels\test\YMN\models\YMN.jms)
tool.exe structure levels\test\YMN(LAS)YMN
when the toolbeta error comes up dont worry about it, it means nothing to the structuring of your map, it can take upto a minute or so to complete depending on the map size a complexity, any errors you get from your jms file will come up in the structuring process (if you get errors it wont work).
You may get asked to give shaders types, this is only true if you are using custom textures or have'nt placed and renamed the donor shaders correctly. most of the shader types are enviroment shaders.
Creating bitmaps for your shaders
(when creating bitmaps make sure they are in this directory ---- data\levels\test\YMN\bitmaps\YDN.tiff)
Tool.exe bitmaps levels\test\YMN\bitmaps
This will create your bitmaps within your map that is in the tags, if you do not use power of two in your bitmaps (eg 128x128 512x1024 ect ect) it will not export.(dont forget to direct the shaders to the relevant bitmaps)
Running a Radiosity in tool(much faster than sapien)
(you can alter the final number to set when it stops, 0.00010 will stop at RGB 10)
Tool.exe lightmaps levels\test\YMN\YMN(LAS)YMN(LAS)0(LAS)0.00010
This can take upto 3-4 days if you have a MASSIVE map with lots of detail but if your map is kinda hang'em high size then it should take about 2-3 mins, press ctrl-c to stop the process at any time.
Creating custom sounds
(You MUST download the xbox codec and enable it for this to work, make sure your sounds are saved in this directory --- data\sounds\test\YDN\YDN.wav)
Tool.exe sounds sound\test(LAS)xbox(LAS)1
When tool converts the sound it may very well say saved 0kb, but dont worry about that just open your sound up in guerilla nd if there are numbers in one of the boxes next to play then it has exported correctly, also make sure you set your sounds type (weapon_fire, ambient_nature ect ect) if unsure use ambient_nature and make sure you save the sound in its correct format (some require mono 8 bit some require PCM stereo 16 bit, just watch for the error in the compiling of your map)
I dont know if this is of any use to anyone but I think it may help some people who dont understand the syntax to well.
