View Full Version : .Ass Exporter Help?
CodeBrain
June 7th, 2007, 11:11 AM
I was making a map using the tutorial that they gave us for making maps, but im stuck at the part when your exporting your map. I cant seem to get the .ass exporter to show up in the Save as Type menu. I am using 3DS MAX 8.
Roostervier
June 7th, 2007, 11:51 AM
It is in export, and before exporting, copy and past the dle (or w/e) into your plugins folder.
CodeBrain
June 7th, 2007, 12:02 PM
Never mind, got it, just had to reboot the program.
Dragonassasin
June 7th, 2007, 12:31 PM
can i get a link to the exporter i cant find it arrg
:confused: :mad: :maddowns: :confused2: :fail: :smith: :smithicide: :suicide:
Roostervier
June 7th, 2007, 12:52 PM
1) Don't smiley spam ever again. 2) It comes with the editing kit. If you don't have the editing kit, then don't ask for it. If you do, it's in C:\Program Files\Microsoft Games\Halo 2 Map Editor\Max Exporter\
CodeBrain
June 7th, 2007, 01:17 PM
Now i have antoher question....
What do we call the box?
the sphere used in the tutorial is called b_levelroot, but im not sure the box's name is.
Im guessing its skybox, but im not sure....
DominionOvrU
June 7th, 2007, 01:30 PM
Now i have antoher question....
What do we call the box?
the sphere used in the tutorial is called b_levelroot, but im not sure the box's name is.
Im guessing its skybox, but im not sure....
It doesnt really matter what you call it to be honest. Most of the time I leave it as Box 1..lol. So you can call it whatever you want..if you feel like using the HCE terminology of Skybox I would just do that.
et_cg
June 7th, 2007, 02:02 PM
I call my geometry level_geometry.
With instancing I call em %@item_name such as:
%@broken_wall
%@fence
%@tree
%@brush
%@crap
I think you get the point.
There's much potential with instancing.
CodeBrain
June 7th, 2007, 02:05 PM
is anyone else getting corrupt files (H2Sapian says this) Because, for me, i was trying to make a length and width of 100000, and a height of 50000 (somewhat of a coldsnap, if you will.) However, i follow the instructions so carefully, maybe i just need to do it again....
Lightning
June 7th, 2007, 02:11 PM
Did you run lightmaps on your map?
You need to do this before opening your scenario in Sapien.
CodeBrain
June 7th, 2007, 02:16 PM
Im following the tutorial that they gave us for making a map, so they said just compile the map, not the lightmaps.
However, my file size is very wierd.
The .ass file is only 4.15 KB, while the example.ass is 847 kb.
Even weirder, my scenario and sturcture are only 6 kb!
I know that this definatly not the right size for scenario files.
Roostervier
June 7th, 2007, 02:20 PM
It could be depending on the resources used in/to make those files.
et_cg
June 7th, 2007, 02:22 PM
Corrupt files display in a couple of cases.
Weird Case:
No shaders
Normal Case:
UAC is enabled
Last Resort Case:
You're screwed.
-£§- §age
June 7th, 2007, 02:28 PM
Wow....I wish I had Vista.
So, the exporter is being an ass, eh?
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