View Full Version : Problem with sapien
36mob
August 9th, 2007, 10:03 PM
ok so i made my first map, and when i start up sapien and start up my map, it gets to the end of step 3 and says something like file is corupt and connot be started. please help?
Thanks,
-Brandon
Trinx
August 9th, 2007, 10:05 PM
EDIT: Read Con's post, plix plox.
36mob
August 9th, 2007, 10:11 PM
yeah i did all that. any other suggestions?
36mob
August 9th, 2007, 10:25 PM
i tried compiling and lighting again, and i noticed a few errors.
something about not able to find shaders.
i used some of the forerunner shaders.. and thats it.
ERROR: unable to find shader f_im panels_generic_burnt
armoman92
August 9th, 2007, 10:54 PM
make sure everything is linked, watch my tut if ur screwed over.
http://h2v.halomaps.org/index.cfm?pg=3&fid=2201
36mob
August 9th, 2007, 11:02 PM
lol, thats the tutorial i was watching.
i did it step by step.
Con
August 9th, 2007, 11:21 PM
Make sure you set the compile options to 'Compile & Light' instead of just 'Compile' when you compiled your file.
Don't listen to Trinx, he doesn't know what he's talking about. You can get a corrupt .scenario from doing "Compile and Light." Compile only first, then when that is done do light only. It will update the scenario file to contain the lightmaps. As for your shaders, remember to use a shader_collections file.
36mob
August 9th, 2007, 11:26 PM
As for your shaders, remember to use a shader_collections file.
what do you mean?
this is my first map, so go easy on me lol
Con
August 9th, 2007, 11:41 PM
well say you wanted to have a cliff texture in your map. In 3ds max, you'd have to apply a multi/sub-object material to your level. One of your sub-materials would be called "mylev cliff", no quotes of course. The names of your submaterials correspond to shaders you will create. The prefix "mylev" tells the engine what shader collection to use. For all the shaders in your level, you may have sub-materials named "mylev ground", "mylev railing", or "mylev shiney_metal".
before you export this from 3ds max as a .ass file, open notepad and type the following:
mylev scenarios\shaders\multi\mylevel
Note how the "mylev" corresponds to the prefix in your sub-materials' names. The path after it tells then engine where to find the shaders used in your map. Your .shader files should be in that folder, and named after your sub-materials, except without the "mylev". Examples of shader filenames names would be "ground.shader", "railing.shader", and "shiney_metal.shader". Your shaders will reference .bitmap tags in the scenarios\bitmaps\multi\ directory
With that typed into notepad, save the file as mylevel.shader_collections in the following directory:
Halo 2 Map Editor\tags\scenarios\shaders\
Don't get "mylev" and "mylevel" confused, wherever you see "mylevel", you would put your level's actual name, and wherever you see "mylev", you would put an abbreviation of your levels name to avoid confusion or to speed things up.
36mob
August 11th, 2007, 07:09 PM
ok thanks guys, i got it fixed. =D
MarkMillennium
August 13th, 2007, 01:51 AM
I too should say thanks, this thread helped me out tremendously.
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