
Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 6, 2009 11:42 PM
Msg. 1 of 12
Hi ill cut to the chase... i can't compile this BSP i don't know what happened, and could someone maybe help? 
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Greenfuzz
Joined: Nov 18, 2008
PM me if you have CoD MW for Wii
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Posted: May 7, 2009 12:20 AM
Msg. 2 of 12
I don't know if this will fix it, but did you create the shaders in Guerilla yet?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 7, 2009 12:33 AM
Msg. 3 of 12
That's not it. You have a degenerate triangle. A degenerate triangle is a triangle with three collinear points. It doesn’t look like a triangle, it looks like a line segment Meaning you have something like this:  E: forgot the solution :p import the .wrl file by clicking File->Import. It should be in the HaloCE root directory. Edited by UnevenElefant5 on May 7, 2009 at 12:34 AM
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Exception
Joined: Jul 9, 2008
Been So So long since I have been on this Forum
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Posted: May 7, 2009 01:48 AM
Msg. 4 of 12
solution to ^... target welt verticy B onto ither A or C, that fixes it,
in other words, you have a polygon. and it had verticies that are on an edge, or you could say every verticy has to have 3 or more edges comeing from it, if you only have 2, it wil be an error....
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: May 7, 2009 01:54 AM
Msg. 5 of 12
Quote: --- Original message by: UnevenElefant5That's not it. You have a degenerate triangle. A degenerate triangle is a triangle with three collinear points. It doesn’t look like a triangle, it looks like a line segment Meaning you have something like this:  E: forgot the solution :p import the .wrl file by clicking File->Import. It should be in the HaloCE root directory. somebody was paying attention in geometry class. this is correct here^ either move vertex B or weld it to A or C
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Exception
Joined: Jul 9, 2008
Been So So long since I have been on this Forum
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Posted: May 7, 2009 02:49 AM
Msg. 6 of 12
i just said that
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mastersotelo
Joined: May 7, 2009
I intend to live forever - so far, so good.
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Posted: May 7, 2009 09:52 AM
Msg. 7 of 12
this is the same problem i got, and i don't know how to fix... i have check STL check and my model is error free, i know it has something to do with the *.wrl file tool creates, i know you must import it to the level file and the... well that's the part i don't understand can someone help me out with... i found this on another forums, but i don't know if this is what i need..
Q-When I try to compile, I get a bunch of errors that say something like:
Code: Select all ### ERROR edge #458 is open . ### ERROR edge #356 is open . ### ERROR edge #714 is open .
(refer to Figure 6)
I get something like that and it doesn't make my scenerio. What is this and how can I fix it?
A-Well, that's an open edge (obviously) and it is a location in your level where the Sealed World Rules aren't satisfied. Everything in your map MUST BE SEALED or you will get errors like this. Along the way, you might see other errors that might say "couldn't update edge" or "degenerate triangle" and the color in the arrrows () could even be purple, blue. or cyan. These are all errors that don't allow the level to compile and they can all be fixed using the same method. First, you want to open 3ds max (Gmax doesn't support this procedure) and open your level model. Then go to the modifier tab (refer to 1 in Figure 7) and select the Modifier List drop-down menu (refer to 2 in Figure 7). Then go and select "STL Check". Now here's where you have some freedom. To check for Open Edges, select the Open Edges button in the Errors Box. Then select "Check" so it can check for Open Edges or whatever you selected. If you check the "Change Mat-ID XX" button, then the open edges will have the Material ID specified. Then you can to the Editable Mesh Modifier and select the material ID of 2 when in Edge Selection Mode. Then you can delete them and make new faces in Polygon or Face Selection Mode. There is only one drawback to this method. STL Check checks for some things tool does and does not. So what STL Check might see as an error might not be an error in tool, and vice-versa. That's why the next method is a little better even though it's a bit harder.
When you get errors, a WRL File is created in your Halo Custom Edition Root Folder with the name of your exported JMS. To use this, go into 3ds max and open your level. Then go to File > Import... . Then select "VRML (*.WRL,*.WRZ)" as the Files Type. After that, navigate to your Halo CE Root Folder and select the WRL file named after your map. When you hit enter or click Import, a pop up will appear (refer to Figure 8). Uncheck all three boxes and click "OK". Now press F3 to go into Wireframe Mode (refer to Figure 9) and move around in your Perspective Viewport. You will see some red, cyan, green lines. Each color represents the error color you see in tool. Now you can see which edges to delete and re-create.
NOTE :: You can view a video version of this Q & A by Kirks4. I'll post a link to it as soon as the Files Forum goes back online.
NOTE :: This method works in Gmax as long as your using Chimp 1.4 (or higher). Here's a screenshot of how it looks (a download link is just below it):
Chimp 1.4 Download
Figure 6: "When I try to compile, I get a bunch of errors..."
Figure 7: "go to the modifier tab..., select the Modifier List drop-down menu..."
Figure 8: "When you hit enter or click Import,..."
Figure 9: "Now press F3 to go into Wireframe Mode..."
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: May 7, 2009 08:16 PM
Msg. 8 of 12
Quote: --- Original message by: Exception i just said that didnt see your post
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: May 7, 2009 08:25 PM
Msg. 9 of 12
Fix any surface clipped errors on the model (causes these). Secondly, select all faces, and do a uvw to a certain number eg: 100 100 100 (Box). Thirdly, if this still doesn't work, import your debug.wrl file into your scene. This WILL fix it. Trust me.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 7, 2009 08:30 PM
Msg. 10 of 12
importing the debug won't fix it, it will help you find the errors. To fix it, refer to my diagram and target weld vert B to vert A or C.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: May 7, 2009 08:34 PM
Msg. 11 of 12
No, you have to be smart. Import the debug.wrl if the above doesn't work. You import it, look for the blue faces, and delete them. Re-create them. And export again.
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mastersotelo
Joined: May 7, 2009
I intend to live forever - so far, so good.
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Posted: May 11, 2009 10:45 AM
Msg. 12 of 12
Well after playing around and asking around, found what was wrong and how to fix it. It all comes back to basic trigonometry and basic STL check in max. Basics things to remember are triangles - each side of each triangle can only be touching one other side of another triangle. Using this basic rule, most maps will be fix.Although others will require fixing faces and edges. Edited by mastersotelo on May 16, 2009 at 10:52 AM Edited by mastersotelo on May 16, 2009 at 10:53 AM
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