Level Compilation |
The following section provides information and a tutorial on compiling an exported .jms file into a data tag format that can be manipulated by the Halo tools and eventually packaged to run in a Halo multiplayer game. |
Using Tool.exe to Compile the Level |
The following procedures and example images demonstrate the "compiling" or processing and converting of the tutorial.jms into the .scenario and .scenario_structure_bsp data tags using Tool. It is these data tags will be manipulated to create a working multiplayer level that will then be compiled into a .map cache file and run in Halo. |
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Troubleshooting the Compilation Process |
Error Geometry .wrl File During the compilation process, tool may display warning messages or error messages to indicate to the user that the level contains problems that may cause the level to not work properly in the game. Some errors are severe enough that the level will not compile successfully, while other minor errors may still allow the successful compilation of the level but the end user should still investigate the problem. To help track down errors and investigate problems in the level geometry, Tool will export an Error Geometry File that takes the form of a .wrl file (this is actually a VRML format). The .wrl file is incredibly useful since it can be imported into 3ds Max and can provide a visual representation of the error as well as many other useful visual indicators such as outlining or bordering the geometry or region that has an error. When the .wrl file is created, it will exist in the main Halo directory, which is also the location of tool.exe. The name of the file will be the same as the name of the level but with the .wrl file extension. For example, an error during the compilation of the above tutorial.jms would create a tutorial.wrl file. To import the file into 3ds Max do the following: 1) Click on File and select Import. The Select File to Import window will appear. 2) Use the Files of type: pull down menu to help filter files by type, in this case select VRML (*.WRL,*.WRZ). 3) Select the Halo root or main directory. 4) Select the .wrl file for the level and click Open. The VRML Import window will appear. 5) Uncheck all the check boxes under the Input Options (Reset Scene, Turn to 3DS Coordinates and Create Primatives). 6) Click on Ok. The error geometry should now be in the level as separate objects. These objects can be selected as normal or can be viewed and selected by clicking on the Select by Name button to bring up a list of all the objects in the level. Note that none of the Error Geometry objects that are imported are attached to the frame. Common Errors and Solutions The following table outlines some common errors and warnings that may occur when compiling the .jms for the level and provides suggestions or solutions that should help in the successful compilation of the level using Tool. Note that the following list is not a comprehensive listing of all warning and error output messages from Tool in relation to the .jms compilation for a level. The error geometry .wrl file should be used in conjunction with the warning and error output messages provided by Tool. The warning and error messages will often contain a color code for the error geometry. When the .wrl file is imported into 3ds Max, it is this color coded error geometry that should be looked for in reference to the specific error message. |
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Conclusion to Level Compilation |
The level geometry has now been successfully exported and is ready to be compiled in preparation for it to go through the processes that will get it running in Halo. Completed versions or example versions of the level tags that are created in the tutorial sections can be found under the "Halo\tags\levels\test\tutorial_examples" directory. The compiled tags have been provided as a reference to aid in the learning process. Once the user has successfully completed the export process they can proceed to the next section Level Data Manipulation in Guerilla. |