
Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 11, 2008 08:00 PM
Msg. 1 of 11
Concerning the forerunner bridge on extinction...
As you all know, I am currently working on a project codenamed Extinction2. Now, we all know how covenant light vehicles react to the bridge over the trench, and I was wondering if there was any way to fix it.
Help is appreciated!
-officer egg Edited by Officer egg on Sep 11, 2008 at 08:00 PM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Sep 12, 2008 03:26 AM
Msg. 2 of 11
How DO they react?
I never get far enough, cause I normally snipe.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 12, 2008 03:28 PM
Msg. 3 of 11
Quote: --- Original message by: Mythril How DO they react?
I never get far enough, cause I normally snipe. When a wraith drives over it, it sits on the ground and you can't move. Same with ghosts. If you boost over it, you fall through...
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 12, 2008 05:39 PM
Msg. 4 of 11
how can I fix it?
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 13, 2008 05:03 PM
Msg. 5 of 11
extinction didn't have a wraith, did it?
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 15, 2008 05:59 PM
Msg. 6 of 11
Extinction2 does.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 15, 2008 10:11 PM
Msg. 7 of 11
Wraith works well as a defensive ground vehicle. It can hold the caves leading to red base and can be placed in startegic areas to stop attackers. though it does lack against the more heavy weapons and vehicles here, it is effective nonetheless.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Sep 16, 2008 02:31 PM
Msg. 8 of 11
The bridge, and other parts of extinction, glitch because it's bsp doesn't exactly follow the Sealed World Rules. The bridge by it's self does, and so does the terrain, but they overlap. Either the bridge needs to be stitched into the terrain, making them one object (best), seperated from it so they don't overlap (meh), or made a scenery so overlapping isn't a problem (uglier)
same goes for the rest of the map. Bungie's maps don't have free floating bsp objects in their bsp tags. They're all one piece bsps
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 16, 2008 05:01 PM
Msg. 9 of 11
Ah, I get it. It weould make it easy to just be a scenery tag, i think.
Of course, if what you said was best to make it one object, how would i go by merging them?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Sep 22, 2008 01:33 PM
Msg. 10 of 11
Sorry about the delayed reply
if it isn't already, make the bridge a seperate object, and make all it's edges visable. Optomize it's bottom because it's a mess
unhide all faces of the terrain make all it's edges invisable Hide all geometry around the bridge, except the canyon cliff's where the bridge will be connected make all edges of the remaining unhidden faces visable there will probably be just one edge on either side. Move those edge's verts to the bridge's outside corners, at driving-surface level Alternating between top-view ("T") and front or side view ("F", "L", "R") will help you precisely position these verts The cliff walls will likely run thrue the bridge's bottom at one or both ends. The cliff's 4 verts at each corner of the bridge have edges going down. Divide those 4 edges and position the new verts to the bottom corners of the bridge.
You now have 2 rectangles cut out on either side of the cliff. Divide 3 more times at each end and match the cliffs verts to the bridge's
select the bridge delete the faces at the ends of the bridge that are against the cliff
select the terrain again delete the faces which are against the bridge. They hate the bridge. Delete them attach the bridge if in this process you lose uvw mapping and don't want to re-texture it, undo, re-select the bridge, apply a uvw unwrap modifier to the 'whole object', right-click the unwrap, cut, select the terrain, attach the bridge, select the whole bridge, paste the uvw unwrap modifier, and convert to mesh but it's easy to re-texture. A simple box mapping will do fine
ok, on with it
Alt-x to make it all transparent Right click, object properties, uncheck Backface Cull
select all verts and weld select open edges if any are found, either 1) 2 verts were too far apart to weld. You can select them and click Collapse, and they will become one 2) an edge needs to be divided. Then position the vert to the other vert and see 1) above
repeat untill no more open edges are found
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 23, 2008 06:48 PM
Msg. 11 of 11
thanks
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