
Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Sep 27, 2008 10:55 AM
Msg. 1 of 6
I get the "unearthed edge" warnings when it builds the portals, as well as one "ERROR: portal does not define two closed spaces" and I get the "A surface clipped to no leaves" warnings when it builds the render geometry. I know they are just warnings, but there's obviously some problems. I think it's my portals and treeline. Any suggestions or tuts on portals and or render only geometry like treelines?
All the "unearthed edges" seem to be the top edges of the portals. Should the portals intersect below the level geometry? And for a grid of portals, how should the normals face? The HEK tut sayd that the normals should face the same direction for portals going in the same direction. But it's saying that none of my portals define two open spaces. If you want a pic of the map to see the erros, tell me how to upload it.
Also, how do I make water act as a portal so i can have special fog under it without making it an exact portal that must match up exactly with the level? Or might that be better?
One more thing, How do I make max display the alpha channel of bitmaps?
Edited by Vick Jr on Sep 27, 2008 at 11:40 AM Edited by Vick Jr on Sep 27, 2008 at 11:43 AM
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 28, 2008 01:27 AM
Msg. 2 of 6
i think i can help you with the bitmaps.
If an alpha channel is like another "layer" of color, then i suppose you could take a screenshot with the alpha on (in a program like Gimp) and then open it in MS paint. Trim it, and then you have a picture of a picture with an alpha channel...
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Sep 28, 2008 04:29 PM
Msg. 3 of 6
Thanks, but I think I figured that out. You have to get the right settings in max to show the alha. But my treeline still won't show ingame.
I also figured out the detail objects. They are put in with a brush tool, not indevidually.
But I still need help with portals and those 2 tool errors. My regular portals still have "Unearthed edges" and don't form closed areas and I can't put fog or sounds in my exact portals (both the normals on both entrances point out) and how do I make fog under my water?
And, while I'm at it, is there anything special that needs to be done with glass other then apply the shader name to the material? Should the transparent shader be used? I haven't made glass yet, but I might. When should the tranparent shader symbol be used? Edited by Vick Jr on Sep 28, 2008 at 04:30 PM
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 29, 2008 12:20 AM
Msg. 4 of 6
oooh, can't help you there. soooooory.
But sometimes the best thing you can do is experiment on a blank canvas.
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Sep 29, 2008 07:32 AM
Msg. 5 of 6
Surface clipped to no leaves is something to do with water, cause I always get that when I put water in my levels. It might have something to do with the ! symbol.
Glass, it mostly is the shader. The collide-only symbol is used to put stuff in the game that you can't see, but you can collide with, such as, I think, the borders around most of the MP levels. I think it's referred to as player clipping, though that might be something different altogether.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Sep 29, 2008 08:59 PM
Msg. 6 of 6
I think it surfaces cliing to no leaves might have something to do with when a render only surface can't be seen from anywhere in the level One time I imported a debug WRL and the surfaces were water planes that aren't neccisary.
Yes, player clipping is exactly that. Useing non rendered but collidable surfaces to make boundaries for the player.
Now, does anyone happen to know any good glass shaders for a floor? They should look weathered, but still be somehat transparent.
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