View Full Version : Could tool.exe be any more dumb?
ghostofhalo
May 15th, 2008, 12:37 AM
New error now. Details starting at post #3.
ORIGINAL POST:
First of all, I'd like to make a comment:
So this is where everyone went? O_o;
Secondly, I've finally got some kind of inspiration to pick up where I left off on Halo:CE... even though it's still the same old unreleased crap (hoping to release something this time. Anyone, I've come across a new tool error that just made me laugh, until it kept doing it over and over again.
C:\Program Files\Microsoft Games\Halo Custom Edition>tool bitmap characters\#####\bitmaps
Couldn't read map file './toolbeta.map'
==> !!WARNING!! failed to open TIFF: file does not exist <==
Before anyone says it, yes, the file does exist. I have double checked, saved the file again and tried (in mspaint), then opened Photoshop and saved again. I don't really see how the heck it can't find it, and I've searched the forums for a solution. After finally fixing the model, and getting an animation exporter that supposively works (didn't manage to test it yet), I was upset to find out that this was the problem. Does anyone have a solution? It's probably something so simple I didn't think of it.
SMASH
May 15th, 2008, 12:45 AM
it would be this:
tool bitmaps characters/#####/bitmapsthe s in bitmaps tells tool to compile ALL the bitmaps in the folder, as just the bitmap tool compiles just one bitmap. The way you had it, your telling tool to compile characters/#####/bitmaps.tiff but using "bitmaps" your compiling all the bitmaps in the folder characters/#####/bitmaps.
Edit: BTW, welcome to the forums. Appreciation can be shown through the use of +rep. Nuff said.
ghostofhalo
May 15th, 2008, 12:55 AM
it would be this:
tool bitmaps characters/#####/bitmaps
the s in bitmaps tells tool to compile ALL the bitmaps in the folder, as just the bitmap tool compiles just one bitmap. The way you had it, your telling tool to compile characters/#####/bitmaps.tiff but using "bitmaps" your compiling all the bitmaps in the folder characters/#####/bitmaps.
I wish I could just post a line of dots, because I apparently am retarded. Thanks for the help. Now if I could just figure out why this animation export doesn't want to work. Probably has something to do with the number of frames or something.
05.15.08 00:49:09 tool pc 01.00.00.0609 ----------------------------------------------
05.15.08 00:49:10 reference function: _write_to_error_file
05.15.08 00:49:10 reference address: 42ca20
05.15.08 00:49:10 Couldn't read map file './toolbeta.map'
05.15.08 00:49:10 EAX: 0xFFFFFFFE
05.15.08 00:49:10 EBX: 0x00607901
05.15.08 00:49:10 ECX: 0x0012F5C0
05.15.08 00:49:10 EDX: 0x000002CC
05.15.08 00:49:10 EDI: 0x0012F5C0
05.15.08 00:49:10 ESI: 0x00000000
05.15.08 00:49:10 EBP: 0x0012F498
05.15.08 00:49:10 ESP: 0x0012F488
05.15.08 00:49:10 EIP: 0x7C90EB94, C3 8D A4 24 ?????
05.15.08 00:49:10 EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#183: Invalid pointer: header: 0x147980 signature: 0x2d2d2d3e line: 300 file: 0x61081c size: 0x0 reason: Checksum is incorrect. (.\intermediate_animation.c:88)
But that's for another day, I'm tired and have school in the morning.
t3h m00kz
May 15th, 2008, 03:45 AM
Try Tool++. I've always disliked using the original Tool for anything other than build-cache-file and a few other commands that Tool++ can take care of very easilly.
Just be sure that the .tiff/whatever graphic you're trying to convert is in Halo Custom Edition/Data/wherever and not Halo Custom Edition/Tags/wherever. If you're new to this, Tool compiles anything from Data and moves it over to Tags in a Halo engine-compatible tag. It moves subfolders as well.
Example.
Halo Custom Edition/Data/Bullshit/Fucknuts/Balls.TIFF
will be compiled to:
Halo Custom Edition/Tags/Bullshit/Fucknuts/Balls.BITMAP
I don't know anything about compiling Animations, since I've had absolutely zero experience in that department.
p0lar_bear
May 15th, 2008, 04:34 AM
We need some more info.
For one, what version of Max are you using? What are you using to export? What is the animation? Are you exporting it as JMA, JMO, JMM, etc?
kid908
May 15th, 2008, 08:58 AM
I wish I could just post a line of dots, because I apparently am retarded. Thanks for the help. Now if I could just figure out why this animation export doesn't want to work. Probably has something to do with the number of frames or something.
05.15.08 00:49:09 tool pc 01.00.00.0609 ----------------------------------------------
05.15.08 00:49:10 reference function: _write_to_error_file
05.15.08 00:49:10 reference address: 42ca20
05.15.08 00:49:10 Couldn't read map file './toolbeta.map'
05.15.08 00:49:10 EAX: 0xFFFFFFFE
05.15.08 00:49:10 EBX: 0x00607901
05.15.08 00:49:10 ECX: 0x0012F5C0
05.15.08 00:49:10 EDX: 0x000002CC
05.15.08 00:49:10 EDI: 0x0012F5C0
05.15.08 00:49:10 ESI: 0x00000000
05.15.08 00:49:10 EBP: 0x0012F498
05.15.08 00:49:10 ESP: 0x0012F488
05.15.08 00:49:10 EIP: 0x7C90EB94, C3 8D A4 24 ?????
05.15.08 00:49:10 EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#183: Invalid pointer: header: 0x147980 signature: 0x2d2d2d3e line: 300 file: 0x61081c size: 0x0 reason: Checksum is incorrect. (.\intermediate_animation.c:88)
But that's for another day, I'm tired and have school in the morning.
something went wrong when you were saving the .jma, .jmo etc. files. or you messed with them and make it read, either past the available data or it doesn't read all of the data.
ghostofhalo
May 15th, 2008, 10:41 AM
We need some more info.
For one, what version of Max are you using? What are you using to export? What is the animation? Are you exporting it as JMA, JMO, JMM, etc?
Version: 3DSMax 9 (...yay)
Export: Something called "cad_animationExporter.mse"
Animation: Biped animations, ex. stand unarmed airborne (first one, failed)
Type: JMA (as I normally do)
Patrickssj6
May 15th, 2008, 11:08 AM
cad made an animationExporter? Isn't that one for weaps?
Doesn't Blitzkrieg work with 9? Can't BlueStreak export animations?
ghostofhalo
May 15th, 2008, 05:01 PM
cad made an animationExporter? Isn't that one for weaps?
Doesn't Blitzkrieg work with 9? Can't BlueStreak export animations?
Uh, didn't know it was only for weapons.
As far as I know, sadly no, Blitzkreig doesn't work with Max 9 (unless someone made an updated one).
Last I knew, BlueStreak was still being dumb with biped animations. I'll give it a shot though.
EDIT: Err, I haven't been using BlueStreak as an exporter. I'll have to give it a shot.
EDIT2: News on my problem:
05.15.08 17:09:13 tool pc 01.00.00.0609 ----------------------------------------------
05.15.08 17:09:13 reference function: _write_to_error_file
05.15.08 17:09:13 reference address: 42ca20
05.15.08 17:09:13 Couldn't read map file './toolbeta.map'
05.15.08 17:09:14 EAX: 0x00000003
05.15.08 17:09:14 EBX: 0x00160873
05.15.08 17:09:14 ECX: 0x7FFFFFFE
05.15.08 17:09:14 EDX: 0x01B63E03
05.15.08 17:09:14 EDI: 0x00607A6A
05.15.08 17:09:14 ESI: 0x0012EE3C
05.15.08 17:09:14 EBP: 0x0012EE88
05.15.08 17:09:14 ESP: 0x0012EDFC
05.15.08 17:09:14 EIP: 0x005F6358, 80 38 00 74 ?????
05.15.08 17:09:14 0012F0B8 ?????
05.15.08 17:09:14 EXCEPTION_ACCESS_VIOLATION
### ERROR the node '
EXCEPTION (that's all I know!)
That is with my original animation exporter, Halo Animation eXporter.
Roostervier
May 15th, 2008, 05:18 PM
In the other message it said there is a problem with the checksum. I want to know how you are trying to compile all this... are you trying to compile the single animation or what? You can actually change the checksum manually in the jma (since you obviously can't use it in tag form yet) with notepad, IIRC. Just copy and paste the checksum in the cyborg.model_animations tag on the spot of the old checksum in the jma.
ghostofhalo
May 15th, 2008, 05:28 PM
In the other message it said there is a problem with the checksum. I want to know how you are trying to compile all this... are you trying to compile the single animation or what? You can actually change the checksum manually in the jma (since you obviously can't use it in tag form yet) with notepad, IIRC. Just copy and paste the checksum in the cyborg.model_animations tag on the spot of the old checksum in the jma.
Hm, didn't know this. Well now that I've saved the animations with a different exporter (resulting in a new error), I'll have to go back and resave these animations, though I don't know if it will work since someone said it only works with weapons. I'll give it a shot though. Give me like.. ten minutes tops.
EDIT: Well now I see the problem of using that exporter, it's not exporting ANY data to the JMA files. Not even a single character of text. Wonder what's wrong with that.
http://www.modacity.net/forums/showthread.php?t=9072&highlight=cad_animationexporter
Link to the thread where I got the exporter (for those too lazy to search it). CtrlAltDestroy said (in a later post) that "This is mainly for people who animate in gmax, or max 9 and 2008," (post #6) and in the starting post that it has "Biped support (unconfirmed, though it should work)." The only thing is that he said it was unconfirmed. I still don't see why I'm getting absolutely no data.
Matooba
May 15th, 2008, 05:54 PM
Which animations are trying to export?
ghostofhalo
May 15th, 2008, 05:58 PM
Which animations are trying to export?
To be exact, just four (alot of which are multiple animations later on):
stand unarmed move front
crouch unarmed move front
stand unarmed idle
stand unarmed airborne
News: I downloaded the compact version of cad_animationexporter and tried it instead. I actually got a new error using it that may be able to get someone to understand:
Error: Node indexing failed.
This was in 3DSMax 9, and didn't manage to get to tool.exe. I wish I had 3DSMax 8 still working...
Matooba
May 15th, 2008, 05:59 PM
ok, after you export it, then compile, does tool give you this error or is it when you try to add it in sapien?
ghostofhalo
May 15th, 2008, 06:06 PM
ok, after you export it, then compile, does tool give you this error or is it when you try to add it in sapien?
Tool gives me the error. The only things I managed to get working were the model, collision, and bitmaps, so it's just the animations left. LikeI said previously, the files are 0kbs and have NO data when opened in notepad. Not sure what I'm doing wrong with the exporter.
EDIT: Some things that might cause the problems:
The biped's bones are just spheres (imported from BlueStreak)
Not all parts are bones (bip01 #####), in fact seven are frames (parts that cannot be added through biped creation)
There are a total of 41 objects (40 is the number that is permitted to have weight applied, and only 40 have weight, 41 being bip01)
Matooba
May 15th, 2008, 06:12 PM
you might want to try bluestreak and export all the animations then change the ones you want then compile the complete animation as one. Make sure to match the animation and model checksums.
EDIT ON YOUR EDIT:
Why not import them as bones then?
You can get and use the animation tools here:
http://ghost.halomaps.org/bluestreak
ghostofhalo
May 15th, 2008, 06:30 PM
you might want to try bluestreak and export all the animations then change the ones you want then compile the complete animation as one. Make sure to match the animation and model checksums.
EDIT ON YOUR EDIT:
Why not import them as bones then?
You can get and use the animation tools here:
http://ghost.halomaps.org/bluestreak
I'd hate to do that, but I guess I don't have much choice.
EDIT: Now BlueStreak isn't even importing the animations right. Why must 3DSMax 9 suck?
EDIT2: (Yay for no double posting!) I tested an older animation just to see. It exported just fine. Could it be that I need to name everything frame instead of bip01? I know in a thread I was reading it wasn't recommended, but eh, it couldn't hurt.
EDIT3: (OMG, EDIT3!!) In response to my EDIT2, that apparently is the problem. Anyone who wants to go through the hassle of animating a biped in 3DSMax 9 and using CAD's exporter should rename all bip01 parts to frame. Now I can't say it all worked out, since I have to go through each animation and the model/collision and rename everything. Once I get it done, I'll post here (or edit, depending).
LAST EDIT: (seriously) Problem solved. Like I said, change bip01 to frame. It works just fine. I can finally get back to my original plans before the Max 9 crap.
RoboClaw
December 28th, 2014, 10:54 AM
Do you HATE :maddowns:
seeing this when you compile a map?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Couldn't read map file './toolbeta.map
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Well.. Here's a solution that I came up with.. and it works 100%. :neckbeard:
so simple that even I can do it.
Use your favorite program for writing text. I recommend using "notepad/wordpad, etc.".
1. Make a text file with nothing in it. (meaning don't type "anything").
2. When you are asked to name this when saving,
simply do the following
Save this "".txt file that you just made to this name
toolbeta.map (the following is where you save it to)
3. Save this to the default installation folder.. which is,
C:\Program Files\Microsoft Games\Halo Custom Edition
Now next time when you compile your map, you won't see that message again!
Thank You for your time.
Enjoy
Patrickssj6
December 28th, 2014, 11:47 AM
every 11 years, a prodigy comes along. tool.exe mystery has been solved.
InnerGoat
December 28th, 2014, 02:11 PM
+rep for that. I can't believe kornman was unable to solve something so simple :((((((
t3h m00kz
December 31st, 2014, 05:17 AM
http://www.modacity.net/forums/images/customavatars/avatar10_107.gif
Kornman00
January 1st, 2015, 06:11 AM
+rep for that. I can't believe kornman was unable to solve something so simple :((((((
I know, right? If only I was able to make a mod of the editors that stopped them from ever complaining about not finding their .map files :(((
Rentafence
January 6th, 2015, 09:31 AM
I know, right? If only I was able to make a mod of the editors that stopped them from ever complaining about not finding their .map files :(((
Someone ask Sawnose for a copy of toolbeta.map
Tnnaas
January 6th, 2015, 02:12 PM
https://www.youtube.com/watch?v=1mM_DNUOOXY
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