
I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 05:16 PM
Msg. 1 of 10
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Sep 17, 2007 05:30 PM
Msg. 2 of 10
Your thread titles could be more specific you know...
You try searching the forums by the error number it listed? Its #387. You have too many planes in your bsp, so you need to get rid of some unless its caused by something else.
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I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 05:39 PM
Msg. 3 of 10
Quote: --- Original message by: SGWraith Your thread titles could be more specific you know...
You try searching the forums by the error number it listed? Its #387. You have too many planes in your bsp, so you need to get rid of some unless its caused by something else. I searched "#387" on these forums, and only one post came up.. and it kinda didnt help.. u said that i should try and get rid of un-nececsarry planes... um..... how do i do that?
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Sep 17, 2007 05:51 PM
Msg. 4 of 10
Planes are a part of your 3d model. If you don't know what planes are, then you need to learn some more terminology for 3d modeling programs.
The error says you have too many, so I'm guessing the way to fix it is to limit your use of them. You might want to wait for someone else's advice though.
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I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 05:54 PM
Msg. 5 of 10
Quote: --- Original message by: SGWraith Planes are a part of your 3d model. If you don't know what planes are, then you need to learn some more terminology for 3d modeling programs.
The error says you have too many, so I'm guessing the way to fix it is to limit your use of them. You might want to wait for someone else's advice though. I understand what planes are, but can you give me some tips to reducing them?
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Nugga117
Joined: Nov 14, 2005
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Posted: Sep 17, 2007 05:56 PM
Msg. 6 of 10
Z buffered triangles are hard to explain, the only knowledge I have on them is there was an option in Need For Speed 3 that allowed you to turn them on or off (funny how a game from 1998 allowed it while a game from 2003 doesn't). Turning them on allowed certain triangles to be seen through parts of the object at certain angles.
And for the depth thing, you might want to try shrinking the map, it might be too large/tall/deep in some places. Edited by Nugga117 on Sep 17, 2007 at 05:56 PM
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I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 06:01 PM
Msg. 7 of 10
Quote: --- Original message by: Nugga117 Z buffered triangles are hard to explain, the only knowledge I have on them is there was an option in Need For Speed 3 that allowed you to turn them on or off (funny how a game from 1998 allowed it while a game from 2003 doesn't). Turning them on allowed certain triangles to be seen through parts of the object at certain angles.
And for the depth thing, you might want to try shrinking the map, it might be too large/tall/deep in some places. Edited by Nugga117 on Sep 17, 2007 at 05:56 PM ....................................So bascily, im [bleep] [bleeeeeeeep] and i need to make a new map?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Sep 17, 2007 06:34 PM
Msg. 8 of 10
Quote: --- Original message by: Tarzan Anyway - just select your entire map and move it up so no part of it is below 0 on the Z axis... note that nothing has to be AT 0 - the lowest point can be 250 and it'll still work... Anyway - that should solve all the problems. or a sphere. this error happens alot to me for no reason, but I can sometimes get around it by exporting as 3ds, re-import, and then directly export from there, and 90% of the time it seems to fix it.
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I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 06:36 PM
Msg. 9 of 10
Quote: --- Original message by: Tarzan z buffered triangles is not a fatal error. Halo perfectly supports z buffered triangles in maps. It has to do with the way the triangles are rendered, I'm pretty sure. There was something I read a while ago about how the z-buffer algorithm or something like that improved rendering performance...
Anyway - just select your entire map and move it up so no part of it is below 0 on the Z axis... note that nothing has to be AT 0 - the lowest point can be 250 and it'll still work... Anyway - that should solve all the problems. .. il try it.. but do i have to export it and all after that? And btw.. ive made 4 maps so far.. and each map doesn't work.. yet im following yayaps tutorial word by word.. damn.. i hate this..
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I Love Grunts
Joined: Aug 27, 2007
GrUnTs FTW!
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Posted: Sep 17, 2007 07:23 PM
Msg. 10 of 10
damn
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