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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »I hate you, open edges... I really do.

Author Topic: I hate you, open edges... I really do. (18 messages, Page 1 of 1)
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MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Dec 22, 2007 04:54 AM    Msg. 1 of 18       
So. I'm working on some random blood gulch mod (I know, shoot me, another person doing a BG mod)...

And thankfully, I'm doing more than just messing with the scenario, I'm actually messing with the model... so I've really twisted it around and made one weird looking level.

I'm not going into detail, but I will acknowledge this. The damn sniper spot with the extruded rock on the cliff wall? Yeah, that's gone. It's just a normal wall now, no rock to hide behind. No sniper for you, mister. >O

So basically said, whilst doing this, I attempted to add a secret room... Well I used plane modeling, made a random model attempting to sorta play off the Lockout design, but not the same thing, just a similar design/theme... Then I just make a box around it, attach the models together, and give the faces the box had a +sky material...well, that didn't work, lots of errors. I'm talking over 200 open edges.

So, I get rid of the secret room, and then just try to compile the level otherwise... turns out there was 10 open edges in the level itself. So I try to fix them by finding them with the .wrl; I find them, and try to fix them... Open -edges-, so I assume welding the vertexes would work...thing is, there's no visible open edges really. There are as many vertexes as should be, and I see no gaps in between any of the faces...

What's really odd is, this is a perfect model up until I edited the top half (sky) and the caves, and I didn't mess with the level other than that, and removing the sniper-friendly wall. I replaced the spot where the rock was, and no open edge there now...but the open edge is in the base. And I didn't mess with the base at all. So I'm like, seriously confused, and have no clue how to fix this error at all, because I can't find what's wrong.

If anyone's an expert at fixing open edges, and possibly the "degenerate triangles" errors as well, then this is a call for you. 10 open edges, 6 degenerate triangles, just waiting for you to fix them for me. <3 I'd really appreciate it...


You can contact me on XFire, Yahoo, and GoogleTalk (Gmail) as follows:

XFire:
mfboom
Yahoo:
red_vs_blue_church
GMail/GoogleTalk:
The1337B.mb

Thanks ahead of time.

Edited by MF Boom on Dec 22, 2007 at 04:55 AM


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Dec 23, 2007 08:18 PM    Msg. 2 of 18       
ughhh. use the STL check modifier. or you can convert it to editable poly and go to border selection and select everything. that will show you where all the open edges are. create new faces that close up the hole. whala.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Dec 23, 2007 09:26 PM    Msg. 3 of 18       
or weld at 0.01


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Dec 23, 2007 10:35 PM    Msg. 4 of 18       
Quote: --- Original message by: CLS_GRUNT
or weld at 0.01


As I said. I checked the vertices, and there were the proper amount there... Nothing to weld together.

I'm more than willing to send the .max and .wrl to anyone who wants to help fix it, just don't release any info (even if it is just a B.G. mod) about it. Not that I'm gonna upload it here or anything, just don't want any info released. x3

Edited by MF Boom on Dec 23, 2007 at 10:43 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 26, 2007 08:14 PM    Msg. 5 of 18       
Those open edges are probably from faces meant to be render only lights. Try selecting open edges and deleting them, or select by material id and detach those faces. Don't forget the moss :)


jameboy
Joined: Jul 16, 2006


Posted: Dec 26, 2007 08:16 PM    Msg. 6 of 18       
Thats why I always run STL check when I am modeling my maps.
Edited by jameboy on Dec 26, 2007 at 08:16 PM


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Dec 27, 2007 07:36 PM    Msg. 7 of 18       
How do you know you have the exact amount of verts. Just because you know the face count. That means nothing. Faces share verts up to how many. It varies. So how do you know there are the exact amount of verts agin?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 27, 2007 07:38 PM    Msg. 8 of 18       
he never said it very well but i think he meant that welding at 0.1 does not change the overall number of verticies. if not then the last half dozen posts were wasted :)


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 27, 2007 08:18 PM    Msg. 9 of 18       
I think it's faces that should have render only materials, particularly because he said the errors are in the base. There's lights at the ends of the halls, inside, and topside, radiosity above the mid halls, the teleport, some others. Took me a bit to catch on to that aspect of bsp importing. Some times materials occur twice - once as collision, and agian as render. Not in bloodgulch, though. bg is simple.
Make the bsp transparent and look for selected open edges. If I'm right, they'll appear in groups of four as squares. Thems the culprits. Render only is the properly attributed material for those. Find them materials and append the '!' character to their names, or delete open edges. If that leads to more open edges, they may have been welded to the bsp
Edited by bobbysoon on Dec 27, 2007 at 08:19 PM


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Jan 5, 2008 10:36 AM    Msg. 10 of 18       
'kay, here's the errors. Don't mind the massive lighting, I don't know how to decrease lighting in renders, and screencaps were just horrid...



Now mind you, here's what I really don't get: It's only in one base. Out of the ...well, all the rest don't have any errors. Which makes no sense.


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 5, 2008 05:10 PM    Msg. 11 of 18       
up the ramp, on the left, the vertex could be shifted slightly left or right, making those faces not planar anymore. And the front faces, pull/push one of those verts, and that should reduce/eliminate your planars.
But coplanars are warnings. Errors? Probably a face squished into a line. Hide faces until only the squished face remains. I had to do that with bloodgulch base
If you place a light in the scene, it overrides the default light


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Jan 6, 2008 09:27 AM    Msg. 12 of 18       
That's what's odd- How come I got that "warning" then, only on that base, when there's another in my model exactly identical to it, that didn't get the warning?

Also, I never got any coplanar messages on Tool, just open edges.

Maybe my model is just so messed up that it can't import the right errors. xD;


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 6, 2008 06:21 PM    Msg. 13 of 18       
If you can't find open edges in max, but tool finds them, you have a material on your bsp that's got the render only flag (!).


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Jan 6, 2008 07:57 PM    Msg. 14 of 18       
Hm. If that's like something that shows up on the names like in Material Editor, like how water has the !$, and ladders have ^... then I don't think so, I don't see any. Maybe my HEK and 3DS just don't like me. I don't know... Or maybe I'm just overlooking something.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Jan 7, 2008 12:31 AM    Msg. 15 of 18       
nearly coplanar surfaces shouldn't stop you from getting your map ingame. its merely a warning. but the way i fixed them was just deleting the faces and creating new ones. which of course would screw your UVWs, but judging from the pic it wouldn't be that big a deal. you could re-do them easily.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Jan 7, 2008 03:13 AM    Msg. 16 of 18       
Another way is to select the base, detach it, clone, re-attach the the base, then move the cloned base into the area you want it. Delete the surrounding faces then attach it to the bsp then creat new faces. CDM's way is way easier though. Actually the way I do it if I get errors.


MF Boom
Joined: Mar 5, 2007

I am the bone of my sword...


Posted: Jan 8, 2008 03:54 PM    Msg. 17 of 18       
That's what's weird. Tool claims I have open edges, but I can't find anywhere that it's saying the open edges are... Every time I got them, the only places I found them, I fixed it... Then it just shows only the base with the red and green helpers, no other place has any that I can see. x_x; I don't get it at all.


bobbysoon
Joined: Feb 1, 2007


Posted: Jan 8, 2008 06:48 PM    Msg. 18 of 18       
Upload it and pm me a link, and I'll see if I can find the error - and I'll record the error finding and fixing process, since Camtasia's giving me 25 more days of awsome functionality :D

 

 
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