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Thread: Problems in mapping...

  1. #1
    Is bad, really bad SMASH's Avatar
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    Problems in mapping...

    Ok, so this is what I get when I try and light a level... it's an indoor level but I have overhead areas I have open with the +sky material for light to be let in...

    Lighting hangar of c:\program files (x86)\microsoft games\halo 2 map editor\tags
    \scenarios\multi\hangar\hangar
    10000000 photons
    200 monte carlo samples per pixel
    Hit control-c now if this isn't right.
    Lightmap job started at 10.10.07 16:37:09.815

    Finished start in 00:00:00 [h:m:s] (00:00:00 [h:m:s] total)
    - mem (used= 0.00MB, free= 667.56MB)
    multiplayer/mainmenu map - loading dervish and chief animations, mp models
    ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
    ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
    ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
    ### DX9 tag 'shaders\shader_passes\shadow\shadow_generate' uses alphakill
    file_open('tags\rasterizer\pixel_shaders_dx9\shade rs_shader_passes_lightmap_ligh
    tmap_tex_env_detail_dbl_spec_0.psh') error 0x00000002 'The system cannot find th
    e file specified. '
    file_open('tags\rasterizer\pixel_shaders_dx9\shade rs_shader_passes_lightmap_ligh
    tmap_tex_env_detail_dbl_spec_1.psh') error 0x00000002 'The system cannot find th
    e file specified. '
    file_open('tags\rasterizer\pixel_shaders_dx9\shade rs_shader_passes_lightmap_ligh
    tmap_tex_env_detail_dbl_spec_2.psh') error 0x00000002 'The system cannot find th
    e file specified. '
    file_open('tags\rasterizer\pixel_shaders_dx9\shade rs_shader_passes_lightmap_ligh
    tmap_tex_env_detail_dbl_spec_3.psh') error 0x00000002 'The system cannot find th
    e file specified. '
    ERROR: shader pass 'shaders\shader_passes\lightmap\lightmap_tex_env_d etail_dbl_s
    pec' failed to postprocess
    ### ERROR shader template 'shaders\shader_templates\opaque\tex_bump_env_dbl_ spec
    ' references invalid pass 'shaders\shader_passes\lightmap\lightmap_tex_env_d etai
    l_dbl_spec' in LOD #0 (skipping validation)
    ### ERROR shader template 'shaders\shader_templates\opaque\tex_bump_env_dbl_ spec
    ' references invalid pass 'shaders\shader_passes\lightmap\lightmap_tex_env_d etai
    l_dbl_spec' in LOD #1 (skipping validation)
    ### ERROR shader 'objects\characters\masterchief\shaders\masterchie f_visor' refe
    rences invalid template 'shaders\shader_templates\opaque\tex_bump_env_dbl_ spec'
    (skipping validation)
    TAG_LOAD: failed to postprocess: 'objects\characters\masterchief\shaders\masterc
    hief_visor.shader'
    TAG_LOAD: removing invalid tag objects\characters\masterchief\shaders\masterchie
    f_visor
    ### WARNING model 'objects\weapons\rifle\smg\garbage\magazine\magazi ne' didn't h
    ave begin fade or max draw distances set and we couldn't build defaults
    ### ERROR geometry 'objects\characters\elite\fp_body\fp_body' shader 'objects\ch
    aracters\elite\shaders\inset_lights' is opaque but was imported as transparent
    ### WARNING model 'objects\characters\elite\elite_mp' variant 'default' cannot f
    ind region 'hg_lights'
    ### WARNING unit 'objects\characters\elite\elite_mp' does not have both a render
    model and an animation graph
    WARNING: shader 'objects\weapons\multiplayer\flag\shaders\flag' could not resolv
    e bitmap 'base_map'
    WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\tens' could not reso
    lve bitmap 'zero'
    WARNING: shader 'objects\weapons\rifle\battle_rifle\shaders\ones' could not reso
    lve bitmap 'zero'
    ### WARNING shader pass 'shaders\shader_passes\texture_camera\scope' texture #0
    (implementation #0) has source extern - ignoring parameter name "scope"
    ### WARNING model 'objects\weapons\rifle\brute_plasma_rifle\brute_pl asma_rifle'
    collision model region 'default' has no corresponding model region (will not be
    collideable)
    ### WARNING effect 'effects\objects\weapons\rifle\covenant_carbine\re loading' pa
    rticle system is invalid
    ### WARNING effect 'effects\impact\explosion_small\brute_shot\detonat ion' part '
    effects\impact\explosion_small\brute_shot\detonati on' was not found
    damage info postprocess: couldn't find a physics model constraint with name: hin
    ge02
    ### WARNING object 'objects\vehicles\ghost\garbage\seat\seat' has a bounding sphere radius much less than its model (0.120000 vs 0.364857)
    ### WARNING effect 'effects\objects\vehicles\ghost\hull_destroyed_ini tial_damage
    ' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\ghost\hull_major_damage' particle s
    ystem is invalid
    ### WARNING object 'objects\vehicles\ghost\garbage\l_wing_shell\l_win g_shell' has a bounding sphere radius much less than its model (0.080000 vs 0.285048)
    ### WARNING object 'objects\vehicles\ghost\garbage\r_wing_shell\r_win g_shell' has a bounding sphere radius much less than its model (0.120000 vs 0.264751)
    ### WARNING effect 'effects\objects\vehicles\scorpion\trans_hull_majo r' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\scorpion\trans_driver_ma jor' partic
    le system is invalid
    ### WARNING effect 'effects\objects\vehicles\scorpion\trans_front_tre ad_major' p
    article system is invalid
    ### WARNING effect 'effects\objects\vehicles\scorpion\trans_back_trea d_major' pa
    rticle system is invalid
    ### WARNING effect 'effects\objects\vehicles\scorpion\trans_turret_ma jor' partic
    le system is invalid
    ### WARNING effect 'effects\impact\explosion_large\scorpion_shell\she ll_explosio
    n' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_hull_destro yed' partic
    le system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_dest royed' part
    icle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_wing_medium _damage' pa
    rticle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_wing_destro yed' partic
    le system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_medi um_damage'
    particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_rudder_majo r_damage' p
    article system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_turret_majo r_damage' p
    article system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_turret_back hatch_major
    _damage' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\turrets\mortar\wr aith_mortar
    _explosion' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\wraith\trans_minigun_des troyed' par
    ticle system is invalid
    ### WARNING effect 'effects\objects\vehicles\banshee\trans_delayed_hu ll_destroye
    d_damage' particle system is invalid
    ### WARNING effect 'effects\objects\vehicles\banshee\trans_cab_med_da mage' parti
    cle system is invalid
    ### WARNING effect 'effects\objects\vehicles\banshee\trans_cab_major_ damage' par
    ticle system is invalid
    ### ERROR geometry 'objects\weapons\support_high\flak_cannon\projecti les\flak_pr
    ojectile' shader 'objects\weapons\support_high\flak_cannon\shaders\ flak_bolt_lum
    inous' is transparent but was imported as opaque
    ### WARNING effect 'effects\objects\vehicles\spectre\trans_hull_destr oyed' parti
    cle system is invalid
    ### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_minor _damage' pa
    rticle system is invalid
    ### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_mediu m_damage' p
    article system is invalid
    ### WARNING effect 'effects\objects\vehicles\spectre\trans_wing_major _damage' pa
    rticle system is invalid
    ### WARNING effect 'effects\objects\vehicles\spectre\trans_turret_maj or_damage'
    particle system is invalid
    ### WARNING model 'objects\powerups\active_camouflage\active_camoufl age' collision model region 'glass' has no corresponding model region (will not be collideable)
    ### WARNING effect 'effects\impact\explosion_large\satchel_charge\sat chel_charge
    _explosion' particle system is invalid
    Compiling scripts...
    scripts successfully compiled.
    ### WARNING structure bsp 'scenarios\multi\hangar\hangar' has 2 nonconvex surfac
    es
    Building Havok representation for bsp...
    starting scenarios\multi\hangar\hangar...
    Finished loading scenario in 00:02:05 [h:m:s] (00:02:05 [h:m:s] total)
    - mem (used= 180.75MB, free= 486.81MB)
    finding checkerboard sky surfaces...done
    processing scenery objects
    done processing scenery objects
    NUG BUILD: built a grid with 0 triangles and 1 elements
    made 1 cells and 1 designators (0 duplicated cells)
    mean ratio of 1.000000 designators per occupied cell
    no lights found - no photons to cast - no light to map!
    Press any key to continue . . .
    It's nice like I screw with the tags much either...
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  2. #2

    Re: Problems in mapping...

    the whole part of the debug is fine, except this part...

    no lights found - no photons to cast - no light to map!

    That means you did not set a shader material on all and/or none faces. Make sure you set all the faces to have the shaders you want. (Except the sky of course...)
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  3. #3
    Is bad, really bad SMASH's Avatar
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    Re: Problems in mapping...

    So I have to make the shader before I run light? Wow, this is so much more different than CE...

    EDIT: IT'S SOOO WEIRD! I have the shader set up but when I go to view the bitmap H2Guirilla shuts down...
    Last edited by SMASH; October 10th, 2007 at 10:09 PM.
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  4. #4

    Re: Problems in mapping...

    Quote Originally Posted by SMASH View Post
    So I have to make the shader before I run light? Wow, this is so much more different than CE...

    EDIT: IT'S SOOO WEIRD! I have the shader set up but when I go to view the bitmap H2Guirilla shuts down...
    You can't open bitmaps that are bigger then 1024x512.
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  5. #5
    Is bad, really bad SMASH's Avatar
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    Re: Problems in mapping...

    Oh, it's 1024 x 1024... so it should still work though right?
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  6. #6
    chilango Con's Avatar
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    Re: Problems in mapping...

    No; it's bigger than 1024x512
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  7. #7
    Is bad, really bad SMASH's Avatar
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    Re: Problems in mapping...

    YEY! It's workin now that I down sized it to 512 x 512... sucks about high res maps...
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  8. #8
    chilango Con's Avatar
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    Re: Problems in mapping...

    You can have them big, just that you won't be able to view them in Guerilla. I would keep it high-res.
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  9. #9
    Is bad, really bad SMASH's Avatar
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    Re: Problems in mapping...

    k, One more question... does anyone know how to do artificial lighting like actual lights and not being just lit by the skybox.
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  10. #10

    Re: Problems in mapping...

    Doesnt Light Fixtures do that?

    Something in Sapien did that, it might've been HCE, but I can recall that its that you use to get artificial light.
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