H2Core\H2G Help Topic and Map Repository *Updated 04-03-07*

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
-DeToX-




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Post by -DeToX- »

Fleabag77 wrote:
Anthony wrote:well dont waste your time... if beavercreek wont decompile its something wrong with one of your shared maps or mainmenu
Then I guess something is wrong with the maps on my disc, because I got clean copies when I downloaded this. :roll:
Maybe your drive name is different. Maybe its not C. Set your decompile path. Or else it is a bad map or your doing it wrong.
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Shadow LAG
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Post by Shadow LAG »

Same issue as most people here. Entity freezes with bsp. The tags take 45 seconds to compile. I'm using clean maps, and doing everything right.
  • Decompile MP
    open up SP
    Decompile lightmap/bsp
    Close
    Open up H2guerilla with MP scenerio
    relink lightmap.lightmap
    relink bsp not psr.
    save
    close
    open up H2core with mp map
    click tools>rebuild
    select my mp scenerio
    click all checkboxes
    It flys through tags at lightspeed
    then says done. and behind it, it says compiling a lovely bunch of cocunuts. I close it regardless assuming that after i got the done message it wouldn't do much else and that message would not go away so i proceed.
    Open up entity.
    Open up my map.
    click sbsp.
    Click the veiwer and this

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: value
   at System.IO.FileStream.set_Position(Int64 value)
   at entity.MetaContainers.ShaderInfo.H2ShaderInfo(Int32 tagnumber, Int32 mapnumber)
   at entity.MetaContainers.ShaderInfo..ctor(Int32 tagnumber, Int32 mapnumber)
   at entity.BSP.BSPModel.BSPShaderContainer.H2BSPShaderContainer(Meta& meta, Int32 mapnumber)
   at entity.BSP.BSPModel.BSPShaderContainer..ctor(BSPModel bsp, Meta& meta, Int32 mapnumber)
   at entity.BSP.BSPModel..ctor(Meta& meta, Int32 mapnumber)
   at entity.MapForm.viewBSPToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
entity
    Assembly Version: 1.0.2464.32427
    Win32 Version: 1.0.2464.32427
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/entity.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
HaloMap
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/HaloMap.DLL
----------------------------------------
MetaEditor.cs
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/MetaEditor.cs.DLL
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
BugReporter
    Assembly Version: 1.0.2368.29076
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/Libraries/BugReporter.dll
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
Model Resizer
    Assembly Version: 1.0.2372.23755
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/Libraries/Model%20Resizer.dll
----------------------------------------
XML Plugin Reader
    Assembly Version: 1.0.2372.30415
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/IIIShadowlagIII/Desktop/XBOX/Modding%20tools/Halo2/Entity_With_AI_Fix/Libraries/XML%20Plugin%20Reader.dll
----------------------------------------
Microsoft.DirectX.Direct3D
    Assembly Version: 1.0.2902.0
    Win32 Version: 9.05.132.0000
    CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX
    Assembly Version: 1.0.2902.0
    Win32 Version: 5.04.00.2904
    CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


The message simplified says
Non-negative numbers required
perimeter name value.
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Post by StalkingGrunt911 »

Looks to me as if the shaders didn't load right or something, but I could be wrong.
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Anthony




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Post by Anthony »

thats still not enough info... the app works perfect for most people, works perfect for me. It sounds like your doing all the steps correctly. the only thing I can say is USE MY APP TO CHECK YOUR MAPS then if they are clean I really dont know what to say. Its not a problem with the app
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Post by CrazyGruntModder »

Ok, here's my problemo: I converted the New Mobassa earthcity_4 Sbsp and Beavercreek. All the stuff w/ the program went fine, but I just go to black screen. I know you said the reason for this was unknown but I thougt that since you already tested earthcity_4, you might know what the problem is. I tried using clean maps and transfered over the death zones but still nothing. The only idea I have is that I put my spawns in a place where you normally have to pass a checkpoint to pass. I dunno if this has to do with anything but is just an idea. I also couldnt load Pyroman's map. The only one I could is the intro one thats not completed. If you read this whole think, please help! Thanks in advance.
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Post by halo0001 »

y does my map randomly freeze i tried once building by checking all the check boxes and another time without checking any im confused why its freezing

EDIT: nm i got it
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Anthony




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Post by Anthony »

halo0001 wrote:y does my map randomly freeze i tried once building by checking all the check boxes and another time without checking any im confused why its freezing

EDIT: nm i got it
well post your fix that way everyone else that has the same problem will be able to fix it

please say it in detail and ill add it to the FAQ
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Post by Fleabag77 »

-DeToX- wrote:Maybe your drive name is different. Maybe its not C. Set your decompile path. Or else it is a bad map or your doing it wrong.
It's set to C:\Tags, it's a clean map, and I'm following the tutorial exactly as it's written.
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Post by JesseCuster »

jesse, it's problem with a palette not referencing a tag. The error is fixed now. If you cant wait for a release, find the palette and reference a tag.

I fixed a lot of the problems with sounds, but still a few remain. I am aware of these problems and working on it.
sounds cool, thx....lol, i need to wait for a fixed one, beacuse i dont know exactly what u mean :wink: ...

but, if u mean my posted problem, why other people dont have this error?

anyway, i will wait ....

EDIT :

@ ANTHONY

Wow..how exact is ur Mapchecker..i checked the sp shared from my savty disk and it said "map not clean" omg haha....maybe thats the reason, why i get broken textures for pyros mod and a testingbsp from deltatowers from chad ....ok i try to get a really fresh sp shared and start again....
oh..and for deltatowers i get a "map not clean " too, maybe my dvd is broken..damn^^ k i will check it out

Second EDIT:

Ok...i get a free sp shared ...and asked a friend to check his sp shared too, both of them get the same "map is not clean" ...wtf? :(
Last edited by JesseCuster on Tue Mar 06, 2007 3:59 am, edited 1 time in total.
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Post by neodos »

I converted:

scenarios\solo\03a_oldmombasa\earthcity_1

scenarios\solo\03a_oldmombasa\earthcity_3b

Both are working
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Post by Spammy »

I got 05a_deltaapproach\bsp_01 working. Just threw that out there for the list.
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Post by SpecOp44 »

04b_floodlab\research_arm is working.
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Anthony




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Post by Anthony »

JesseCuster wrote:Wow..how exact is ur Mapchecker..

Ok...i get a free sp shared ...and asked a friend to check his sp shared too, both of them get the same "map is not clean" ...wtf? :(
hmm I tried on 2 of my clean maps as well and both of them were the same that means its pretty accurate if it has the correct hash

it just checks the MD5 of a map then compares it with a list of MD5's that I made of each of my clean maps. So maybe there was something wrong with my map... Ill look into it when i get back home from school

Also Thanks everyone for confirming those bsps
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Post by Lestatfreak »

Hey, Anthony. What type of processor and RAM and such are you using this app off?

I'm using a Pentium 4 (Yes, I'm in the dark ages) with XP SP2 and more .NET frameworks versions than I even know (I have so many programming applications) and 256mb RAM.

Every time I try to extract the first sbsp out of 03a_oldmombasa, the app slows down everything on the computer. The lightmap extraction finished quickly and gave me a done box; the sbsp sat for 6 hours last night without a done box. The folder I was extracting to wasn't growing in size after I checked it four hours in, so maybe it was done without a dialogue box?
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Anthony




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Post by Anthony »

Lestatfreak wrote:Hey, Anthony. What type of processor and RAM and such are you using this app off?

I'm using a Pentium 4 (Yes, I'm in the dark ages) with XP SP2 and more .NET frameworks versions than I even know (I have so many programming applications) and 256mb RAM.

Every time I try to extract the first sbsp out of 03a_oldmombasa, the app slows down everything on the computer. The lightmap extraction finished quickly and gave me a done box; the sbsp sat for 6 hours last night without a done box. The folder I was extracting to wasn't growing in size after I checked it four hours in, so maybe it was done without a dialogue box?
well it sounds like you computer is better then mine, im at shcool right now and im really not a hardware kinda person so I dont know much about my PC info, I know I dont have a Pentium 4 so i ugess im in the stone ages :P One thing I know that I do have better then you is that I have 512 of ram

so 1 thing you can try doing is increasing your page file in your system settings, poke suggested it to me a few weeks ago and it seemed to make it run alittle more smooth, aslo it will lagg your PC when you decompile becaiuse it has to go through each meta, and when you compile it has to load each meta into your memory that is why that takes up so many resources

and lightmap shold only take a second because its just a bitmap and a tag
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Post by Spammy »

Part of the reason the map checker may be failing is because some people are running the PAL version.

Maybe thats why H2core built maps fail to load for them too(does it build the header itself or does it use the original map's header?)
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Post by JesseCuster »

One thing!!!!!!!!!!

Weathertut works perfect..thx antman

for water is it the same way?
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Post by Kochon le best »

for some obscur reasons i cant extract the bsps of some maps like 05b_deltatowers or 03b_newmombasa.. it gives an error. and my maps ARE clean
-Kochon
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Post by MilyardoX2 »

snakejknight wrote:
Anthony wrote:
Hawaiian Modder wrote:What if it was a smaller tag, like a bipd or something else?
Also is there a way to build more than one tag into the map at a time? The tags aren't linked either.(2 Different Bipds)
right now there isnt, but I guess I should add that to the list of todo's
its possible... but they freeze the game just like entity...

i added the char pallet and referenced the char that had the bipd in it... it built and i was able to spawn it... but it died when i shot it :(
I saw this and no ones said that you can add new bipds using this way. I have refferanced the char of the elite and marine in the .scenario file, rebuilt and they spawn perfectly threw the plasma pistol.
Also a great idea to keep ur maps clean is to clear about 5GB of space on ur computer then download all the maps from your disk(DO NOT OPEN THEM WITH ANY APP!) then burn them to a DVD. Thats what I did a long time ago and I havn't had an error with un-clean maps since.
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Post by Lestatfreak »

Anthony wrote: well it sounds like you computer is better then mine, im at shcool right now and im really not a hardware kinda person so I dont know much about my PC info, I know I dont have a Pentium 4 so i ugess im in the stone ages :P One thing I know that I do have better then you is that I have 512 of ram

so 1 thing you can try doing is increasing your page file in your system settings, poke suggested it to me a few weeks ago and it seemed to make it run alittle more smooth, aslo it will lagg your PC when you decompile becaiuse it has to go through each meta, and when you compile it has to load each meta into your memory that is why that takes up so many resources

and lightmap shold only take a second because its just a bitmap and a tag
Alright, I'll try it. I'm sure it is my lack of RAM because I've had paging memory low warnings come up. And everything slows down when I even open a map. It works fast, though. Decompiled beavercreek in 8 minutes.
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