View Full Version : H2V Halo Sapien file Corrupt
Uronacid
July 18th, 2010, 11:05 AM
Hello All,
I've been trying to learn how to create a map for Halo 2 for 3-4 days now. I've followed the first 3 tutorials to the "t" about 4-5 times:
http://h2v.halomaps.org/editor/
I can export to an ASS file from 3DS max. I can compile the level using the proper directory structure. But, when I try to open the map in Sapien to add objects to the map it says that the file is corrupt. I susspect that this has to do with not adding light maps, but the tutorial does not have any information regarding light maps.
I'm extremely confused, thanks in advance.
ThePlague
July 18th, 2010, 01:12 PM
What OS are you using? It might be a problem with running as an administrator.
Vicky
July 18th, 2010, 01:33 PM
Did you light the map? If not do it on lowest setting to get ahead.
Uronacid
July 18th, 2010, 03:55 PM
What OS are you using? It might be a problem with running as an administrator.
I'm runing Windows 7 64-bit and using 3DS Max 8 SP1. I have made sure that I'm running each application as administrator.
Did you light the map? If not do it on lowest setting to get ahead.
I don't believe I have. These are the exact steps I've taken to create my map. It's a simple box shaped map.
I've only followed the tutorial on this link to create the map:
1. http://h2v.halomaps.org/editor/Create_an_Environment.html
2. http://h2v.halomaps.org/editor/Export_an_Environment_from_3DS_Max.html
3. http://h2v.halomaps.org/editor/Import_an_Environment_to_Tag_Format.html
Has something been left out of those tutorials? I'm trying to learn how to do this because I have a fantastic Idea for a map, but these tools don't seem to be documented very well.
Resinball
July 18th, 2010, 04:34 PM
Just as Vicky said.
First compile the .ass file (no lighting). Then go back and compile only the lighting (on a low setting). Now you can open your .scenario from Sapien.
Next time you make a change to the Max file (and thus a new .ass file) you only need to compile it to see the changes.....and worry about lighting later when the map is closer to final. If you do need it to be lit then use a medium light setting so as to not waste your time.
So, you do not need to run lighting every-time.
Uronacid
July 18th, 2010, 05:36 PM
Just as Vicky said.
First compile the .ass file (no lighting). Then go back and compile only the lighting (on a low setting). Now you can open your .scenario from Sapien.
Next time you make a change to the Max file (and thus a new .ass file) you only need to compile it to see the changes.....and worry about lighting later when the map is closer to final. If you do need it to be lit then use a medium light setting so as to not waste your time.
So, you do not need to run lighting every-time.
Ok, so I ran the Tool and compiled light only on the low setting. And I get this:
Lighting environment of c:\program files (x86)\microsoft games\halo 2 map editor
\tags\scenarios\multi\mylevel\environment
5000000 photons
18 monte carlo samples per pixel
Hit control-c now if this isn't right.
Lightmap job started at 07.18.10 17:34:40.777
Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- mem (used= 0.00MB, free= -1222.58MB)
failed to load scenario 'c:\program files (x86)\microsoft games\halo 2 map edito
r\tags\scenarios\multi\mylevel\environment'
the following tags were missing:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment.scenario
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment.scenario
--------- lightmap stats ---------
photons cast: 0
raytests from photons: 0 (0.00)
calls to find_photons: 0
raytests from find_photons: 0 (0.00)
calls to compute_light_value: 0
sun tests: 0
sun raytests: 0 (0.00)
point light tests: 0
point light raytests: 0 (0.00)
surface light tests: 0
surface light raytests: 0 (0.00)
indirect radiance raytests: 0 (0.00)
Press any key to continue . . .
Also, I still recieve the error in Sapien durring step 2 of the loading process.
Resinball
July 18th, 2010, 06:05 PM
If you post your Max file I'll see if it has an issue.
Uronacid
July 18th, 2010, 09:30 PM
I'll upload the file tomarrow with megaupload.
Uronacid
July 19th, 2010, 07:42 PM
Here is the download link to my max file:
http://www.megaupload.com/?d=CTWITC2J
Resinball
July 19th, 2010, 08:37 PM
In the Max file....rename Box01 to Skybox. One of your walls is set to neither +Sky or the other material you are using.
Common mistakes we all make at first. Besides that your current materials and linking look good.
Kantanomo
July 20th, 2010, 07:06 PM
Trying to fit in so i will say this
resin shut the fuck up you dont know what you are doing.
end trying to fit in
good job kills
Kantanomo
July 20th, 2010, 10:34 PM
okay :D
uronacid follow the tutorial that came with it i see you did a lot wrong on it
Uronacid
July 20th, 2010, 10:37 PM
*ignores the buttload of horse*
In the Max file....rename Box01 to Skybox. One of your walls is set to neither +Sky or the other material you are using.
Common mistakes we all make at first. Besides that your current materials and linking look good.
Alright,
I made the changes you suggested. I didn't realize that I missed one of the walls that time. I also renamed Box01>Sybox, however it's still giving me the error when I try to launch Halo Sapien after compileing the level with light at a Low setting. Here's the output from compileing the level:
--- environment.ass
processing environment geometry...
### WARNING: Found duplicate shader collection name "shared" in:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
shaders\shader_collections.shader_collections
Looking for shaders in collection 'f_im' (scenarios\shaders\forerunner\industria
### WARNING couldn't find shader 'f_im flat__light_scratchy' in collection 'f_im
' (scenarios\shaders\forerunner\industrial\metals)
### ERROR: Unable to find shader "f_im flat__light_scratchy".
=== writing out structure 'scenarios\multi\mylevel\environment':
3 materials and 0 markers,
44 vertices, 8 points and 22 triangles.
collision bsp:
6 planes, 6 nodes and 1 leaves,
6 surfaces, 12 edges and 8 vertices.
structure:
0 portals, 1 clusters and 1 subclusters.
0 environment objects of 0 distinct types.
=== imported structure 'scenarios\multi\mylevel\environment' in 0m 02.090sec
average cluster distance error: 0.00
maximum cluster distance error: 0.00
=== built visibility for structure 'scenarios\multi\mylevel\environment'
=== saving imported structure scenarios\multi\mylevel\environment
Lighting environment of c:\program files (x86)\microsoft games\halo 2 map editor
\tags\scenarios\multi\mylevel\environment
5000000 photons
18 monte carlo samples per pixel
Hit control-c now if this isn't right.
Lightmap job started at 07.20.10 22:42:58.007
Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- mem (used= 0.00MB, free= -1125.39MB)
failed to load scenario 'c:\program files (x86)\microsoft games\halo 2 map edito
r\tags\scenarios\multi\mylevel\environment'
the following tags were missing:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment.scenario
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment.scenario
--------- lightmap stats ---------
photons cast: 0
raytests from photons: 0 (0.00)
calls to find_photons: 0
raytests from find_photons: 0 (0.00)
calls to compute_light_value: 0
sun tests: 0
sun raytests: 0 (0.00)
point light tests: 0
point light raytests: 0 (0.00)
surface light tests: 0
surface light raytests: 0 (0.00)
indirect radiance raytests: 0 (0.00)
Press any key to continue . . .
Thanks for the help Resin.
okay :D
uronacid follow the tutorial that came with it i see you did a lot wrong on it
I've read through the tutorial several times. I've recreated the level at least 5 times. If you see something wrong with it then please point it out.
PS: Sorry I don't reply as quickly as others, I'm managing the installation of an IP Telephone system at work and it's taken quite a bit of my time getting it to work. Thanks...
SnaFuBAR
July 20th, 2010, 11:35 PM
this is beyond giving a warning
~con
Vicky
July 20th, 2010, 11:38 PM
You can often ignore warnings but the errors can or will point you in the right direction, verify your material names in 3ds and the shader_collections.shader_collections file... they gotta match up..
Resinball
July 21st, 2010, 12:29 AM
Yeah like Vicky said, verify those materials.
Looking for shaders in collection 'f_im' (scenarios\shaders\forerunner\industria
### WARNING couldn't find shader 'f_im flat__light_scratchy' in collection 'f_im
' (scenarios\shaders\forerunner\industrial\metals)
### ERROR: Unable to find shader "f_im flat__light_scratchy".
flat__light_scratchy
^There is an extra underscore (_), fix that.
-------------------------------------------------------------------------------------------------------------
Another common issue; when compiling a map the first time select Compile Only, then when that completes select Light Only on a low setting. Now see if the .scenario will load up in Sapien.
Uronacid
July 21st, 2010, 06:00 PM
Yeah like Vicky said, verify those materials.
flat__light_scratchy
^There is an extra underscore (_), fix that.
-------------------------------------------------------------------------------------------------------------
Another common issue; when compiling a map the first time select Compile Only, then when that completes select Light Only on a low setting. Now see if the .scenario will load up in Sapien.
I looked for "f_im" in the shader_collections.shader_collections file and found the following line:
f_im scenarios\shaders\forerunner\industrial\metals
I could the "flat_light_scratchy.shader" file in the C:\Program Files (x86)\Microsoft Games\Halo 2 Map Editor\tags\scenarios\shaders\forerunner\industria l\metals directory.
I double checked the name of my material to make sure that there weren't double underscores, saved changes, and exported the .ass file. I opened the .ass file in notepad++ and noticed the following:
;### MATERIALS ###
2
;MATERIAL 0
"f_im flat_light_scratchy"
"f_im flat_light_scratchy"
;MATERIAL 1
"+sky"
"+sky"
For some reason max is adding a space to the material when I export it. So I removed the space and saved the file as a new file. It looks like exporting this file was more successful:
--- environment2.ass
processing environment geometry...
### WARNING: Found duplicate shader collection name "shared" in:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
shaders\shader_collections.shader_collections
Looking for shaders in collection 'f_im' (scenarios\shaders\forerunner\industria
### WARNING found an override for shader 'scenarios\shaders\forerunner\industria
l\metals\flat_light_scratchy' from collection 'f_im' (scenarios\shaders\forerunn
er\industrial\metals)
=== writing out structure 'scenarios\multi\mylevel\environment2':
3 materials and 0 markers,
44 vertices, 8 points and 22 triangles.
collision bsp:
6 planes, 6 nodes and 1 leaves,
6 surfaces, 12 edges and 8 vertices.
structure:
0 portals, 1 clusters and 1 subclusters.
0 environment objects of 0 distinct types.
=== imported structure 'scenarios\multi\mylevel\environment2' in 0m 02.090sec
average cluster distance error: 0.00
maximum cluster distance error: 0.00
=== built visibility for structure 'scenarios\multi\mylevel\environment2'
=== saving imported structure scenarios\multi\mylevel\environment2
Lighting environment2 of c:\program files (x86)\microsoft games\halo 2 map edito
r\tags\scenarios\multi\mylevel\environment2
5000000 photons
18 monte carlo samples per pixel
Hit control-c now if this isn't right.
Lightmap job started at 07.21.10 17:57:58.931
Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- mem (used= 0.00MB, free= -1276.21MB)
failed to load scenario 'c:\program files (x86)\microsoft games\halo 2 map edito
r\tags\scenarios\multi\mylevel\environment2'
the following tags were missing:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenario
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenario
--------- lightmap stats ---------
photons cast: 0
raytests from photons: 0 (0.00)
calls to find_photons: 0
raytests from find_photons: 0 (0.00)
calls to compute_light_value: 0
sun tests: 0
sun raytests: 0 (0.00)
point light tests: 0
point light raytests: 0 (0.00)
surface light tests: 0
surface light raytests: 0 (0.00)
indirect radiance raytests: 0 (0.00)
Press any key to continue . . .
I tried running Sapien to launch the level, but no luck...
Resinball
July 21st, 2010, 06:44 PM
Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
- mem (used= 0.00MB, free= -1276.21MB)
failed to load scenario 'c:\program files (x86)\microsoft games\halo 2 map edito
r\tags\scenarios\multi\mylevel\environment2'
the following tags were missing:
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenario
c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenarioOkay notice how the lighting never got off of the ground, it says it took 00:00:00 [h:m:s]. Until it does have proper lighting, Sapien will never load the .scenario.
f_im flat_light_scratchyThat space is supposed to be there^
---------------------------------------------------------------------------------------
Also, H2Tool says that it cannot locate c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenario
More misspelling? Is it supposed to be environment or environment2.scenario?
And...not sure if it matters but I would recommend naming the .scenario and its containing folder the same next map.
---------------------------------------------------------------------------------------
If you are still lost then post your latest Max file and I'll see how it compiles for me.
Uronacid
July 21st, 2010, 07:38 PM
Okay notice how the lighting never got off of the ground, it says it took 00:00:00 [h:m:s]. Until it does have proper lighting, Sapien will never load the .scenario.
That space is supposed to be there^
The space between flat and _light_scratchy?
---------------------------------------------------------------------------------------
Also, H2Tool says that it cannot locate c:\program files (x86)\microsoft games\halo 2 map editor\tags\scenarios\
multi\mylevel\environment2.scenario
More misspelling? Is it supposed to be environment or environment2.scenario?
No, I renamed the ass when I made changes in notepad to see if it would change the outcome when I compiled the ass into a level. God, I hate the extension names in this game.
And...not sure if it matters but I would recommend naming the .scenario and its containing folder the same next map.
---------------------------------------------------------------------------------------
I'll give it a shot
If you are still lost then post your latest Max file and I'll see how it compiles for me.
Here's the file: http://www.megaupload.com/?d=CTWITC2J
Resinball
July 22nd, 2010, 05:17 AM
Your Max material name is the issue....use this material layout instead: env ground
env represents a new .shader_collections file you will make here: \Halo 2 Map Editor\tags\scenarios\shaders
To create the text file; make a copy of the existing shader_collections file, then name it to env.shader_collections. Why env? Because it is short and descriptive. Inside of this new text file put this text:
env scenarios\shaders\multi\environment
ground represents a new shader which you will put here: \Halo 2 Map Editor\tags\scenarios\shaders\multi\environment
Tested and working in Sapien ;)
Vicky
July 22nd, 2010, 09:27 AM
You can do that but you'll end up with a shader_collections file for every map, you can just put it in 1 file.
Had a peek at your max-file, great map! :) but, if you get weird errors you may wanna convert poly's to meshes. And, i think you might be exporting to the wrong directory..
should be something like:
Halo 2 Map Editor\data\scenarios\multi\YourMapName\structure\ YourMapName.ass
Without .................................................. .......................^ this space...
Uronacid
July 22nd, 2010, 01:21 PM
I'll give all of this a shot. I'm at work right now. Thanks for the help.
What is the significance of the shaders file? If other users want to play on my map when I'm finished, won't they need these shaders added to there own collection?
Vicky
July 22nd, 2010, 02:09 PM
The shadercollection file tells tool where to look for shaders for each prefix (like f_im). Once you create your own shaders you can make entries in that file where you placed your shaders.
The shaders will be included in the final step, packaging the map. So people only need the map(file) itself once you're done.
StatutoryTrOy
July 29th, 2010, 06:36 PM
okay i had the same problem, you problem is that the names of everything are not right, soo go back and delete everything except your ass. file and make sure everything including the directories leading up to your ass. file have the same name as your ass. file, they must be exactly the same just copy your name just to be sure, after that it will work
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