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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »### ERROR found z buffered triangles ....AGAIN!

Author Topic: ### ERROR found z buffered triangles ....AGAIN! (9 messages, Page 1 of 1)
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I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 15, 2008 07:43 PM    Msg. 1 of 9       
Hey guys, each time i try making a map (6th try here) I always end up getting:

### ERROR found z buffered triangles In the command prompt. Sometimes its red, sometimes blue, sometimes yellow, etc.

I'm following Yayap's tut on map making STEP-BY-STEP, and it just never works.. Could someone please tell me how to fix it? Here's a pic of the command prompt if it helps...


http://i235.photobucket.com/albums/ee25/pictornator/untitled-6.jpg

Any help is appreciated, Thanks.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 15, 2008 08:20 PM    Msg. 2 of 9       
Ooh, thanks for the effort Jeva, But i guess i shoudl of mentioned this before, But i'm using Gmax... Sorry for wasting your time..


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jul 15, 2008 08:50 PM    Msg. 3 of 9       


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 15, 2008 09:43 PM    Msg. 4 of 9       
Quote: --- Original message by: Headhunter09
http://hce.halomaps.org/index.cfm?fid=3525


UM.. so after i download this.. what do i do?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jul 16, 2008 02:14 AM    Msg. 5 of 9       
run the script and import the file in your Halo CE root directory called <mapname>.wrl . If it works like 3ds, uncheck all the boxes and say yes. It will then create some shapes and their colors relate to their nature. Degenerate triangles usually are just bad UVWs while Z Buffered can be fixed by welding some vertices in the vessinity or simply re making the faces. I used to get that error often before when I used soft selection like some tutorials imply. I don't know if it's related however :)


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 16, 2008 01:53 PM    Msg. 6 of 9       
Opsy-

Im not really great with Techno-slang.. so let me get this straight, I download it, I run it, and i import it into my Halo CE folder?

Is my current map fix-able? Or should i just Do all of this stuff first, Then make a new map with the stuff already installed?


Cold- That's obviously not the answer, there are maps that i've seen that are 2 times, even 3 times the size of my map.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 16, 2008 09:45 PM    Msg. 7 of 9       
Quote: --- Original message by: Snowman_AM2
You don't have to abandon your map, you just need to fix it.

To avoid getting this error, or to troubleshoot it WITHOUT importing the .wrl, try this:
1) Open your map in Gmax.
2) Select your map with the edit mesh-> edge modifier (yes, the whole map).
3) Press f2 and f4 to show highlighted faces and edges (if you haven't already).
3) Scroll in the menu below the modifier stack to "Show Open Edges" or whatever it's called.
4) Check all vertices near these open edges. Weld as necessary.


Oooh! Thanks alot! Just one last question, By weld, do you mean Move the vertices's untill they touch? Or is there actually a way to "Weld" them? And when i press f2 and f4, do i press them both at the same time? or one after the other?


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Jul 17, 2008 10:58 AM    Msg. 8 of 9       
I have another rel;ated question. I read somewhere that Tool just looks at the locations ov vertices and their faces and texture coordinats, so say I make a map and make a base in the map and then detach the base and apply UVW maping but I don't actually move it at all. It should compile correctly because the base is still in the exact same position and all the verteces and faces line up perfectly but mine doesn't work.

And, yes ther is a weld button. The wend threshold is how far apart the verteces can be in the selected stuff before it welds them. The bigger it is, the more verts will be welded if they are close together.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Jul 17, 2008 01:26 PM    Msg. 9 of 9       
Quote: --- Original message by: Snowman_AM2
When I say "weld" I mean you select the vertex and use the "Target Weld" on the toolbar beneath the modifier stack. You should use this every time you want to connect meshes or vertices. Gmax tuts will help you out if you don't know how.

Pressing f2 and f4 just shows faces and edges in red when you have them selected. You can press either at any time - they just toggle the modes. Personally, I could not imagine a worse kind of hell than working with Gmax without these both on.

Regardless, you'll still want to use the .wrl importer in the future, or you might need it now - "select open edges" only does so much.
1) Follow the directions in the importer's readme to install the script in Gmax.
2) Open Gmax.
3) Click your new "Import WRL" button.
4) Navigate to your Halo Custom Edition directory.
5) Open the .wrl that corresponds to your map.


Thanks a lot for all of your help Snowman!

 

 
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