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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »I never cease to amaze myself

Author Topic: I never cease to amaze myself (11 messages, Page 1 of 1)
Moderators: Dennis

sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 6, 2009 07:30 AM    Msg. 1 of 11       
I've finally made an inside-out map! Actually the credit goes to Tool. It apparently didn't think my map was good enough the right way up and made a creative decision for me....make the map inside-out. which compiled fine and played like a dream minus spawning inside walls and falling off the map.

solution: flip all the normals and recompile. which actually fixed it but totally jacked my uvw's. this pretty much explains why my portals got errors like 'outside bsp'.

what i'd really like to know is....wtf!? htf!? why?


iTails
Joined: Nov 26, 2008

The lot of idiots on this forum are veterans


Posted: Mar 6, 2009 07:50 AM    Msg. 2 of 11       
pictures?


Scott
Joined: Apr 4, 2005

No.


Posted: Mar 6, 2009 09:11 AM    Msg. 3 of 11       
Sounds like you have quite the problem there. Did you make sure all your angles were closed up correctly?

I recommend re-starting the bsp model from scratch. But someone else might have a less time consuming solution.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Mar 6, 2009 04:53 PM    Msg. 4 of 11       
Just flip it before you export.
Edited by chrisk123999 on Mar 6, 2009 at 08:20 PM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 6, 2009 07:31 PM    Msg. 5 of 11       
I got this a couple times. I think it's because you exported with editable poly. Try exporting with editable mesh next time.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Mar 8, 2009 05:47 PM    Msg. 6 of 11       
im having the exact same problem


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 14, 2009 06:54 PM    Msg. 7 of 11       
i started the map in poly and closed off sections as i built them. got too many errors so i quit using poly and switched to mesh. i made roughly 90% of the level in mesh. in fact my hierarchy only has unwrap and edit mesh in it but i have a suspicion that some of the problems were 'burned' into the model early on.

i'm screwed now anyway because i used a max9 trial and it has run out. if there is a newer version i'll download it and try fixing it from there. but once again i'll be working in a hurry and i don't really want to do that since the model was far from being what i want it to be.

i may just do it all over in gmax.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Mar 14, 2009 07:49 PM    Msg. 8 of 11       
Just flip the whole level inside out before you export.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 16, 2009 03:52 PM    Msg. 9 of 11       
Quote: --- Original message by: chrisk123999
Just flip the whole level inside out before you export.


Quote: --- Original message by: sleepy1212
solution: flip all the normals and recompile. which actually fixed it


any other ideas?


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Mar 16, 2009 04:49 PM    Msg. 10 of 11       
Quote: --- Original message by: sleepy1212

solution: flip all the normals and recompile. which actually fixed it but totally jacked my uvw's. this

this. I cant fix it.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 16, 2009 10:26 PM    Msg. 11 of 11       
whatever the problem is it seems to run fine once i flip the normals. if i were just going to fix the uvw's i'd delete the whole unwrap modifier and re-map the whole thing over. map it all to the 'outside' of the bsp as it appears in max and compile it normally. i'm guessing that since the geometry works that way so would the uvw's.

 

 
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