Sapien Error

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jordanman615





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Sapien Error

Post by jordanman615 »

When i open spaien and i sleect my scenario and i do the radiosity stuff, then i view my map i do not see the grond to my map? everything is white, in 3ds max i could see the ground perfectly fine, in the folder Renegade (map name) i have my scenario and a bitmaps and model folder in the bitmaps folder i have renegade_ground.bitmap what ism y problem andi m sorry for so many question im jsut tryin to make am ap thanks
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p0lar_bear




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Post by p0lar_bear »

Make sure your bitmap tags are correctly referenced in the proper .shader_environment tags that are used by your level.

Your level's tags folder should be structured like so, this is a very basic example:

Code: Select all

\mylevel
|-\shaders
| |-mylevel_ground.shader_environment
| |-mylevel_metal.shader_environment
|-\bitmaps
| |-mylevel_ground.bitmap
| |-mylevel_metal.bitmap
|-mylevel.scenario
|-mylevel.scenario_structure_bsp 
In this case, make sure your submaterials are called mylevel_ground and mylevel_metal in 3DS/GMax. Then, when you or tool creates the shaders, place them in the appropriate folder, and open the shaders in Guerilla. Scroll to where it says "base map," and then click the [...] and browse for your bitmap tags. Save them, and that should work.
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Post by jordanman615 »

i have all that doesn't work
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Lance[GK]





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Post by Lance[GK] »

I'm having the same issues, also doing my first map (actually just a map to see if I can make one work), and I get the same stuff. I've already made the appropriate tags and file structure, but I get a big untextured model. The shader tags seem to work, as I placed a spawn on the scenario and compiled it into a map, but I ended up with an invisible level, with invisible dirt and grass.

If it's any help I'm using 3DS Max 7 for modeling and Photoshop CS for my bitmaps.

EDIT: I have my shaders created properly as according to the tutorials. Yes the material in 3DS Max has the same name as the bitmap and shader. I am still getting the problem.
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Patrickssj6




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Post by Patrickssj6 »

If you have a bad graphic card they won't show up in Sapien but just fine ingame. Try to compile your map and see what it looks like ingame.
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Post by Lance[GK] »

I have compiled the map, I get an invisible level. I shoot at the ground and dirt shoots up and decals appear just like they're supposed to. This laptop is brand new, so my video is fine.

I've looked around the web for someone with the same issue and a solution but to no avail, I've tried quite a few things so far, and now I'm redoing the map from the ground up to see what happens.

EDIT: Well, I rebuilt the map from the ground up with the same base texture, new model tho. Same stuff is happening. I know according to most people this is a shader issue, but I can confirm it's not as I have my shaders in the mylevel\shaders folder, I've made them the way they're supposed to be, still an invisible map. Any info on the map I will post if needed.
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Patrickssj6




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Post by Patrickssj6 »

It's quite easy.

Halo uses a parent-child tree system with tags. Look up the .scenario file...on the bottom of the tag should be all shaders. If they are referenced correctly then go into each shader and look up the base map. If they are all referenced correctly check the .bitmap base map if it's not corrupted.

If the path in the tags is red it means it doesn't exist. Also, you can't name your shader metal/glass/dirt etc. Also, if you received that error with "can't find shader...create on for you (1) (2) (3)" and if you pressed any of those numbers go into the /tags/ folder and inside there should be a tag which could be conflicting.
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Post by Andrew_b »

Patrickssj6 wrote:It's quite easy.

Halo uses a parent-child tree system with tags. Look up the .Scenario_Structure_BSP file...on the bottom of the tag should be all shaders. If they are referenced correctly then go into each shader and look up the base map. If they are all referenced correctly check the .bitmap base map if it's not corrupted.

If the path in the tags is red it means it doesn't exist. Also, you can't name your shader metal/glass/dirt etc. Also, if you received that error with "can't find shader...create on for you (1) (2) (3)" and if you pressed any of those numbers go into the /tags/ folder and inside there should be a tag which could be conflicting.
:wink:
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Post by Lance[GK] »

Well turns out my problem was unrelated to shaders at all. I checked the references and they were fine. Turns out photoshop can't create a tif with the right bit depth, so I got paintshop pro from a friend and now the bitmap works fine. No more invisible level.

But to Jordanman, you need to make sure your shaders are correctly referenced as Patrick stated.

Thanks for the help anyways.
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Post by Cryticfarm »

Lance[GK] wrote:Well turns out my problem was unrelated to shaders at all. I checked the references and they were fine. Turns out photoshop can't create a tif with the right bit depth, so I got paintshop pro from a friend and now the bitmap works fine. No more invisible level.

But to Jordanman, you need to make sure your shaders are correctly referenced as Patrick stated.

Thanks for the help anyways.
Did you turn off compression in photoshop, cause I always use photoshop for my textures.
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