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Thread: Problem with sapien

  1. #1
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    Problem with sapien

    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
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  2. #2
    challenger tew comin thru Trinx's Avatar
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    Re: Problem with sapien

    EDIT: Read Con's post, plix plox.
    Last edited by Trinx; August 9th, 2007 at 11:35 PM.
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  3. #3
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    Re: Problem with sapien

    yeah i did all that. any other suggestions?
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  4. #4
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    Re: Problem with sapien

    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
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  5. #5

    Re: Problem with sapien

    make sure everything is linked, watch my tut if ur screwed over.

    http://h2v.halomaps.org/index.cfm?pg=3&fid=2201
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  6. #6
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    Re: Problem with sapien

    lol, thats the tutorial i was watching.
    i did it step by step.
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  7. #7
    chilango Con's Avatar
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    Re: Problem with sapien

    Quote Originally Posted by Trinx View Post
    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.
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  8. #8
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    Re: Problem with sapien

    Quote Originally Posted by Conscars View Post
    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
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  9. #9
    chilango Con's Avatar
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    Re: Problem with sapien

    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.
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  10. #10
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    Re: Problem with sapien

    ok thanks guys, i got it fixed. =D
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