
yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 22, 2008 05:38 AM
Msg. 1 of 13
what kind of shaders are you using? As for the open edges, that's a skill you'll get after a while... sealing them is hard in 3ds, that's why I do all modeling in blender.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 23, 2008 12:42 PM
Msg. 2 of 13
u used shader_models in a bsp. Thats the problem. U should use shader_environments, and u should never use numbers in bitmaps or shaders.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 27, 2008 03:51 AM
Msg. 3 of 13
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Malevolence
Joined: Mar 17, 2007
Blaaaargh! Gamertag: Sweet Tooth VII
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Posted: Jun 27, 2008 06:37 AM
Msg. 4 of 13
Blender confuses me.
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Malevolence
Joined: Mar 17, 2007
Blaaaargh! Gamertag: Sweet Tooth VII
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Posted: Jun 27, 2008 04:06 PM
Msg. 5 of 13
Yeah back when I was like 11 I was like Yes! I'm going to go make my own 3d stuff! and I searched up free 3d modeling programs and that was the one I downloaded. I just sat there and stared at it for about an hour and cried.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jun 30, 2008 03:26 AM
Msg. 6 of 13
and you all think 3ds is simpler? It took only me a month to get good with blender were as 3ds took me a good year. As with all 3d modeling it takes time to learn, you can't just stare at it and expect it to work for you.
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Malevolence
Joined: Mar 17, 2007
Blaaaargh! Gamertag: Sweet Tooth VII
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Posted: Jun 30, 2008 06:14 AM
Msg. 7 of 13
You can't expect the free modeling program to be better than the extremely expensive one. They're like that for a reason.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jul 1, 2008 10:25 PM
Msg. 8 of 13
No one said anything about it being better in general. 3ds has network rendering, character studios, thousands of modifiers and a realistic ray-tracer. But for game design (like the actual geometry of an object) I find blender is easier and faster to use. 3ds can't patch up faces very easily without screwing up the collision geometry and has trouble with detail.
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tufferred
Joined: May 27, 2007
Smile! Life could be worse!
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Posted: Jul 1, 2008 11:08 PM
Msg. 9 of 13
Lol. i think were getting a little bit off topic but I like 3ds.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 3, 2008 05:09 PM
Msg. 10 of 13
Quote: --- Original message by: Malevolence You can't expect the free modeling program to be better than the extremely expensive one. They're like that for a reason. The only one I'm good with is google sketch up. Now THERE'S user friendly! If only I could figure out how to convert it's files to use in 3ds max... Anyway... I get a very similar problem. My map is a test map. It's extreemly simple. It has 2 testures, a sky (Named +Sky in 3ds max), and some metal (Named example_tutorial_plate_floor in 3ds max).(Niether are in a multi sub/object), and I'm sure all the edges are closed and everything, but when I try to compile it in sapien, I get "building intermediate geometry... ###WARNING found #48 degenerate triangles. building collision geometry... reducing colision geometry... building collision bsp... ###ERROR found z buffered triangles (red). reducing collision bsp... verifying collision bsp... building portals... etc. etc.... building pvs... building pvs... building structure lense flares...done. Couldn't read map file '.\toolbeta.map' etc.etc... I get that in regular tool and Tool++ What do i do???!!! Edited by Vick Jr on Jul 3, 2008 at 05:11 PM Edited by Vick Jr on Jul 3, 2008 at 05:18 PM
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Jul 9, 2008 06:03 PM
Msg. 11 of 13
degenerate triangles... sounds like something caused by not uvw mapping it properly. make sure you do a uvw map and be sure that non of the textures look like blurry triangles. I think that's what a degenerate triangle is.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jul 9, 2008 06:51 PM
Msg. 12 of 13
i thought degenerate triangles are triangles that cross over each other
EDIT: WAIT! I just noticed that was a fairly large bump Edited by Headhunter09 on Jul 9, 2008 at 06:52 PM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Jul 9, 2008 10:53 PM
Msg. 13 of 13
Looks like a huge bump you're right... Degenrate triangles are triangles that aren't really triangles. They basically are 3 points lining if i remember right... hard to explain...
. . .
^ That is a degenerate triangle while that would be fine if you link the dots together. Usually they don't stop you from compiling tho... but sometimes you get the error in lighmaps and in that case, usually just retexturing the area will do the trick.
. . .
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