Tool Error

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Whiteout





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Tool Error

Post by Whiteout »

When I try to compile my map using tool (I'm using tool++), i get the following error:
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If it helps, the "splinter" file is in fact listed as a .txt and not a .jms file in Windows Explorer?
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PDummy





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Re: Tool Error

Post 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
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Whiteout





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Post 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

???
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Post 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...
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Whiteout





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Post by Whiteout »

Why does tool++ look in splinter\models when i actually asked it to look in splinter?
Please help me someone!
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Post by Patrickssj6 »

because your map file should\must\is in the model folder od splinetr
...left for good
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Post 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.
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Post 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
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Post 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.
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Post 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
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viperxp





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Post 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.
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Post by Knuckx118 »

somehow i have a feeling it has to do with the material ID of that paticular triangle... stupid triangles...
Whiteout





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Post 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.
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Post by Waverunner »

Did you make your ground shader?
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Post by Whiteout »

Ground shader?
The tutorial didn't say anything about that...
How?
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Post by Waverunner »

Whiteout





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Post by Whiteout »

Err...
I was using those tutorials.
Presumably I need to use Guerilla?
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Post by Waverunner »

Yes, just do what it says in the tutorial. It is all well explained in there...
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Post 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
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Whiteout





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Post 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?
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