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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Falling through Scenery

Author Topic: Falling through Scenery (5 messages, Page 1 of 1)
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OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 2, 2009 08:01 PM    Msg. 1 of 5       
Hello there, I've been working on my ''UNSC Prowler'' for a while and been through many problem that I fixed. Now, I bring it in game for test of scale and feeling notably, with the collisions passing tool to make it a .scenery tag but I find that when walking close to detailed areas( such as chairs that I attached to the floor) , I fall through. It's comon to most detailed areas... Anyone knows why?

According to tool, I have Z Buffered Triangles and Co planar faces.


Anyone knows how I can fix?


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 2, 2009 09:04 PM    Msg. 2 of 5       
basically, you import the debug geometry and use it to see where the errors are.
What I do is collapse all the debug objects with the collapse utility.
Then I de-select the selected object which isn't a helper with the object picker ("H" key), and delete the selected helpers. don't need 'em
Then I select the collapsed debug mesh and zoom extents.
Then I weld verts within .1 and hide all faces except one element (red cube, or 5=element sub geometry level), and focus on that element's area, using it to pivot around (set arc rotate to the yellow one - lower right corner, circle)
When I think I fixed the problem in that area, I delete the not-hidden element and unhide the rest, pick a new area to work on, hide the other elements, and repeat as necessary

z-buffered triangles are collision triangles which cross each other, like if the wall of a cave pushed thrue the cliff wall. outside, looking along the wall of the cliff, you'd see inside a little bugle of the cave. It would also be a trap one could get stuck in. MC Escher would be proud of it's impossible structure. Unfortunately, tool is the opposite of MC Escher.

there's also an error fixing tutorial:
http://hce.halomaps.org/index.cfm?search=error+fixing+tutorial&B1=Search
Edited by bobbysoon on Feb 2, 2009 at 09:06 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 3, 2009 05:15 PM    Msg. 3 of 5       
Yeah I know that about ''error fixing'', I fixed the open edges, overlapping surfaces and all those blocking tool. The ones that are left are Co planar warnings, which I think Could be the cause. In any case, I don't know how to fix them or if they're really the cause.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Feb 4, 2009 05:12 PM    Msg. 4 of 5       
The coplanars are probably the cause. I think z buffered triangles are polygons with bad uvws, but it could be wahat that guy said. IDK.

To fix nearly coplanar surfaces, find them with the debug. Each one should be a seperate helper thing, with red and or green sections. Select the faces of your map/ model that should be coplanar and in editable poly or mesh, hit the button "Make Planar" (I know, i didn't see it iether.). That should fix most of them, but some can be persistant. if you want to make sure that it's actuially doing something, go to edit mesh, show the normals, make them a high number like 30000, zoom out, zoom in on their tips, and hit "make planer". The normals should move slightly.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 4, 2009 07:58 PM    Msg. 5 of 5       
Make planar is very damaging to the model... and I noticed I don't necessarly fall through where there's co planar( I fall where there is none actually at some point)


Here is the way to fix: Simplify the collision model
Edited by OpsY on Feb 5, 2009 at 10:33 AM

 

 
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