
Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Aug 15, 2008 04:25 PM
Msg. 1 of 5
Okay, you know my other topic? http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=19870I am having the same problem with a new map, but I really don't get what you guys tell me to do. Okay, i re - open the 3ds max scene, i import the wrl, I see some edges are colored. The open ones? Now, what exactly do i do?
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Aug 15, 2008 04:35 PM
Msg. 3 of 5
I type in the tool command, then...
### WARNING found #60 degenerate triangles. building collision geometry... ### Edge # 0 is open <red>.
(It goes on a long time, the numbers get higher.)
### Edge # 778 is open <red>. ### ERROR failed to build collision geometry. ### ERROR failed to import collision BSP.
:/
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 15, 2008 05:00 PM
Msg. 4 of 5
I hate degeerate triangres. Anyway, you said you succsessfully imported the debug wrl right? And that things on that correspond with edges in your map coorect? (sopmetimes they don't. i sometimes import debug wrls that are rtated 90 degress or don't match up with anything, but sometimes they do match up, and with the right stuff even!). Any place that one of those "helpers" matches p with an edge or edges in your map, those adges are "bad". Some of these errors can be avoided by useing the "STL check" modefyer, which finds and highlights some errors in your map, but it can miss some that tool has problems with. (note, if you want to use tl check, select ALL the geometry you want to check for errors, then go to stl check). When you find the errors with the debug wrl or with stl check, youneed t fix them. Ther are some tutorials out ther on how to fix errors, but I'll tell you some tricks here. Select the entire map in vertex mode and go to the "weld" tool. Weld everything. See if the number of verteces decreases. You can increase the weld threshold until it starts welding verteces, but be carefull not to weld too much or you'll mess up your map. Another thig you can do is to delete the faces around he bad edges (highlight and press the delete key), then remake them. (in editable poly or editable mesh, use polygon selection and click the "create" button, then succsessivly click on the verts around the hole or gap counterclockwize until you've gotten them all and it creates a face. Clockwize will create a face that has a normal facing the other way. Useing these meathods should help, also go get some tutorials. Hope that helped.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Aug 15, 2008 05:34 PM
Msg. 5 of 5
China called :P
Lol just kidding.
Thanks for the help, i'll check that out.
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