
Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 07:07 PM
Msg. 1 of 13
ok when compiling the senario in command propt and when you type in tool structure levels\mapnmae mapname and then hit enter i get the errors
### ERROR edge #73 is open <red>
and it does that with numbers 75, 571 and 574
and it has ### ERROr failed to build collision geometry and ### failed to import collision bsp
what did i do wrong. and by the way i'm using yapyap's writen turoial
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 23, 2008 07:25 PM
Msg. 2 of 13
They are errors. Open your map, import go to your halo ce directory and import the wrl file called (map name).wrl In 3ds max dont select anything it asks. Un-check everything and you see objects . They mark the errors where they are located. There you find out what to do. I believe there is a tutorial on how to fix errors on halomaps.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 23, 2008 07:27 PM
Msg. 3 of 13
1st attempt to fix open edges should be selecting all verticies in map and welding at a value of 0.1
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 23, 2008 07:29 PM
Msg. 4 of 13
mm not always. I did that with my hl2 map and it fixed the errors, but it also screwed the doorways. If it is outdoor, do this, indoor try selecting the the places where the errors are. Like the surrounding area and then weld.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 07:32 PM
Msg. 5 of 13
is it a problem if i model with gmax? cause thats what im using. can it still be done
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 23, 2008 07:40 PM
Msg. 6 of 13
RoOster its not a problem to use gmax. Killa you are wrong, welding at 0.1 will only weld verts that are that close together. If u had verts this close together deliberatly then u made a mistake.If u welded verts that were not this close together then u did not use a value of 0.1 It makes no difference if the errors are "inside" or "outside".
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 08:41 PM
Msg. 7 of 13
ok thank you i fixed it. so basically all open parts have to be sealed up unless it anyother object right? but both objects need to be linked to the frame. Correct?
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 23, 2008 08:43 PM
Msg. 8 of 13
What I meant is all the vertices's basically in a outdoor map are spread apart. In an indoor (Mine), they were close together theoretically.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 09:10 PM
Msg. 9 of 13
ok well i finished up to when i have to go into sapien. and when i open my MAPNAME.scensario sapien just closes after it loads. whats wrong?
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 09:43 PM
Msg. 10 of 13
well i am just making a simple box that i will test all of my tags and stuff. i have that problem fixed i just need to fix the sapien probleme shown two posts up.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Jun 23, 2008 10:38 PM
Msg. 11 of 13
Check your debug.txt.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 23, 2008 10:42 PM
Msg. 12 of 13
05.30.08 21:29:17 tool pc 01.00.00.0609 ---------------------------------------------- 05.30.08 21:29:17 reference function: _write_to_error_file 05.30.08 21:29:17 reference address: 42ca20 05.30.08 21:29:17 Couldn't read map file './toolbeta.map'
is what was inside that. i does that with my map, and the tutorial.scenario and comes with it. it just closes.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 23, 2008 11:33 PM
Msg. 13 of 13
Quote: --- Original message by: SPARTAN04Quote: --- Original message by: Maniac1000 1st attempt to fix open edges should be selecting all verticies in map and welding at a value of 0.1 DO NOT weld at 0.1 (depending on detailed the map is). ALWAYS weld at 0.01. I had the problem of welding at 0.1 and having vertexs weld that I didnt want to weld. Then I had to start my map all over again.  thats strange because i know that u know how small 0.1 is in max, and im wondering why u would have verts that close together (unless u just model stuff then scale later i guess)
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