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The project is an environment/map for Halo 2(Vista). I've modeled it in Lightwave, exported to 3DS MAX , exported it to the bungie (.ass) filetype. Compiling using the halo 2 vista editor compiler is where I run into errors.
I get this error:
[mesh definition vertex normal invalid (-1.0, -1.0, -1.0)]
I think it's just an issue with how I'm setting up the file in MAX before exporting to (.ass).
I have been able to follow several tutorials from halomaps.org using their files to export and compile correctly. So I know that the compiler is working ok.
I mostly did all modeling, etc in lightwave. then after exporting to .3ds and importing into MAX, I set up the layers with b_levelroot and linking it. I just wanted to at least test the exporting. so I then run the plugin to export to .ass.
The model itself is not sealed. But I've also tried adding a box around all of the geometry and tried linking all the layers/objects together.
does anyone have any ideas on how to fix this?
I'm hoping someone has some expertise that has some insight as to where I'm skipping a (or multiple) step/s in MAX before exporting to .ass.
Edit (3.05.2010) >
Ok, so after some searching and help from friends, I've found some various threads that discuss this issue. It's what I thought was the problem, but I was hoping for a quick fix, rather than one that would entail going through the entire 40,000+ polygons of geometry to find points and faces that would be "out of whack".
here's some threads:
halomaps.org forum topic
there's another from modacity.net, but i can't find it again(will post if i do)
Too bad now I have new errors:
### 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
### ERROR: Unable to find shader "f_im".
...
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\shaders_shad er_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\shaders_shad er_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\shaders_shad er_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\shaders_shad er_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_detail_d bl_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_detai
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_detai
l_dbl_spec' in LOD #1 (skipping validation)
### ERROR shader 'objects\characters\masterchief\shaders\masterchief_visor ' refe
rences invalid template 'shaders\shader_templates\opaque\tex_bump_env_dbl_spec 9;
(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\magazine' 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_plasma_ri fle'
collision model region 'default' has no corresponding model region (will not be
collideable)
### WARNING effect 'effects\objects\weapons\rifle\covenant_carbine\reloading ' pa
rticle system is invalid
### WARNING effect 'effects\impact\explosion_small\brute_shot\detonation' ; part '
effects\impact\explosion_small\brute_shot\detonation' 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 sph
ere radius much less than its model (0.120000 vs 0.364857)
### WARNING effect 'effects\objects\vehicles\ghost\hull_destroyed_initial_da mage
' 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_wing_shell ' ha
s a bounding sphere radius much less than its model (0.080000 vs 0.285048)
### WARNING object 'objects\vehicles\ghost\garbage\r_wing_shell\r_wing_shell ' ha
s a bounding sphere radius much less than its model (0.120000 vs 0.264751)
### WARNING effect 'effects\objects\vehicles\scorpion\trans_hull_major' particle
system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_driver_major' ; partic
le system is invalid
### WARNING effect 'effects\objects\vehicles\scorpion\trans_front_tread_majo r' p
article system is invalid
...(you get the idea)...
...
### WARNING model 'objects\powerups\active_camouflage\active_camouflage' ; collisi
on model region 'glass' has no corresponding model region (will not be collideab
le)
### WARNING effect 'effects\impact\explosion_large\satchel_charge\satchel_ch arge
_explosion' particle system is invalid
Compiling scripts...
scripts successfully compiled.
Building Havok representation for bsp...
starting scenarios\multi\testc\testc...
Finished loading scenario in 00:00:22 [h:m:s] (00:00:23 [h:m:s] total)
- mem (used= 248.75MB, free= -472.59MB)
finding checkerboard sky surfaces...done
processing scenery objects
done processing scenery objects
NUG BUILD: built a grid with 134 triangles and 1 elements
made 308 cells and 2901 designators (1740 duplicated cells)
mean ratio of 2.280762 designators per occupied cell
Finished processing geometry in 00:00:01 [h:m:s] (00:00:24 [h:m:s] total)
- mem (used= 220.22MB, free= -444.05MB)
deleting unneeded tags...done!
built 3 light managers
Finished casting photons in 00:00:00 [h:m:s] (00:00:24 [h:m:s] total)
- mem (used= 220.25MB, free= -444.08MB)
Finished computing r.e. entries in 00:00:00 [h:m:s] (00:00:24 [h:m:s] total)
- mem (used= 220.25MB, free= -444.09MB)
Finished rasterizing in 00:00:00 [h:m:s] (00:00:25 [h:m:s] total)
- mem (used= 220.28MB, free= -444.11MB)
writing out 0 buckets...
dumping heap usage (currently 230339830 bytes) to C\heap_dump.txt...
Finished! (total time: 00:00:25 [h:m:s])
- mem (used= 221.12MB, free= -444.95MB)
--------- 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 . . .
So it seemed to finish compiling, but alarms sound when trying to load into Sapien :( which was expected, but now I have to find out what's wrong this time.
I'll probably start a new topic with this new error, and link to both of the topics, so that anyone with these errors can find the topics.
[Edited on 03.06.2010 4:27 PM PST]