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Tool Error
Posted: Wed Jun 01, 2005 11:17 am
by Whiteout
When I try to compile my map using tool (I'm using tool++), i get the following error:

If it helps, the "splinter" file is in fact listed as a .txt and not a .jms file in Windows Explorer?
Re: Tool Error
Posted: Wed Jun 01, 2005 12:38 pm
by PDummy
Whiteout wrote:
If it helps, the "splinter" file is in fact listed as a .txt and not a .jms file in Windows Explorer?
man u answered ur own ? in ur own post
lol
it need to be a .jms itf it says it is a .txt u did something wrong
Posted: Wed Jun 01, 2005 12:46 pm
by Whiteout
Okay, so how do I create a .jms? I exported the txt file using gmax and chimp, then deleted the stuff at the beginning and end and saved as splinter.jms. It was listed in WE as:
splinter.jms
Text File
???
Posted: Wed Jun 01, 2005 5:17 pm
by PDummy
ok ur using gmax and chimp ok ive neaver had any experience with chimp so i cant help u any other than to tell u to try saving as a .jms again and retry exporting
anyone who uses chimp want to help out...
Posted: Thu Jun 02, 2005 10:26 am
by Whiteout
Why does tool++ look in splinter\models when i actually asked it to look in splinter?
Please help me someone!
Posted: Thu Jun 02, 2005 10:35 am
by Patrickssj6
because your map file should\must\is in the model folder od splinetr
Posted: Thu Jun 02, 2005 1:32 pm
by PDummy
Whiteout wrote:Why does tool++ look in splinter\models when i actually asked it to look in splinter?
Please help me someone!
because it is an automatic thing that tool has to look in a folder called models.
Posted: Thu Jun 02, 2005 3:41 pm
by Knuckx118
EXCEPTION halt in ./intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count
Anybody have any idea what that means? My files are in the misc. files fourm under compilation problem
Posted: Thu Jun 02, 2005 5:08 pm
by viperxp
you can also use Blitzcrieg, which comes with HMT, u have to put blitzcrieg in 3ds max's plugins folder and then you can export using .jms file type... hope that helps if u dont have chimp and that other stuff. I've heard the blitzcrieg way is easier even thogh that the only way i've exported with .jms.
Posted: Thu Jun 02, 2005 6:24 pm
by PDummy
viperxp wrote:you can also use Blitzcrieg, which comes with HMT, u have to put blitzcrieg in 3ds max's plugins folder and then you can export using .jms file type... hope that helps if u dont have chimp and that other stuff. I've heard the blitzcrieg way is easier even thogh that the only way i've exported with .jms.
he uses gmax
u cant use the blitzcrieg plugin with gmax
and i dont know what to tell u with that error man ive neaver seen it b4
Posted: Thu Jun 02, 2005 6:52 pm
by viperxp
yea, i understand he's using g-max, but if he has problems with that I was just stating he could use 3ds max, just to be helpful and say what I know, ha ha which isn't much yet.
Posted: Sat Jun 04, 2005 6:13 am
by Knuckx118
somehow i have a feeling it has to do with the material ID of that paticular triangle... stupid triangles...
Posted: Sun Jun 05, 2005 6:59 am
by Whiteout
YAY!
Tool++ is now accepting my jms file, but (inevitably) there is another problem.
The program now displays a very long list of.... well, something - I'm not quite sure what, since I am unable to actually scroll down. It looks as if Tool++ is asking me to make some kind of decision. After this, Tool++ promptly destabilizes and soon my entire system (with all the programs running) is on its knees. In the end, I have to do a hard reboot. Could someone perhaps explain what's happening and what I could do to avoid it?
Here's a pic of what Tool++ lets me see - I couldn't scroll down to see the rest.

Posted: Sun Jun 05, 2005 7:06 am
by Waverunner
Did you make your ground shader?
Posted: Sun Jun 05, 2005 7:19 am
by Whiteout
Ground shader?
The tutorial didn't say anything about that...
How?
Posted: Sun Jun 05, 2005 7:28 am
by Waverunner
Posted: Sun Jun 05, 2005 7:42 am
by Whiteout
Err...
I was using those tutorials.
Presumably I need to use Guerilla?
Posted: Sun Jun 05, 2005 7:53 am
by Waverunner
Yes, just do what it says in the tutorial. It is all well explained in there...
Posted: Sun Jun 05, 2005 9:21 am
by PDummy
ok time for another of my famous 2 min tuts
ok the exporting process in tool
1. export the bitmap
your bitmap must be a .tif in your data\levels\yourmap\bitmaps folder
in tool type tool bitmaps levels\your map\bitmaps
and it should say bitmap created compressed woth color key.....
2. exporting the level
u got that already
2a. if it askes for the shader type close tool and omep guerilla
goto new and choose shader_environment
YOU MUST MAKE A SHADER FOR EVERY BITMAP YOU HAVE IN THE MAP
in the shader window choose simple under the parameters section
then scroll down to the base map and click the 3 dots and navigat to the bitmap u are making this shader for and choose it
now click save as and name the shader the same name that tool asks for
for example it tool says "what type of shader do u want to the material blue then u name the shader for that bitmap blue
hope i helped
maybe some day ill put all my little 2 min. tuts together in to one big one
but im to slack lol
Posted: Sun Jun 05, 2005 9:32 am
by Whiteout
hmm. I already have the "splinter_ground.shader_environment" tag in my shaders directory and the "splinter_ground.bitmap" tag in my bitmaps directory. Any suggestions?