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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Model, Physics, Collsion-geometery problems

Author Topic: Model, Physics, Collsion-geometery problems (10 messages, Page 1 of 1)
Moderators: Dennis

CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: May 30, 2009 09:18 PM    Msg. 1 of 10       
im buildign an aircraft in gmax1.2. its all finished and ready to be built as a gbxmodel. i have the bitmaps and shaders all set up (at least i think i do). but tool will not build me my model.

heres what debug says:

05.30.09 21:12:15 reference function: _write_to_error_file
05.30.09 21:12:15 reference address: 42ca20
05.30.09 21:12:15 Couldn't read map file './toolbeta.map'
05.30.09 21:12:16 EAX: 0xFFFFFFFE
05.30.09 21:12:16 EBX: 0x0020F501
05.30.09 21:12:16 ECX: 0x0012F168
05.30.09 21:12:16 EDX: 0x000002CC
05.30.09 21:12:16 EDI: 0x0012F168
05.30.09 21:12:16 ESI: 0x00000000
05.30.09 21:12:16 EBP: 0x0012F040
05.30.09 21:12:16 ESP: 0x0012F030
05.30.09 21:12:16 EIP: 0x7C90E514, C3 8D A4 24 ?????
05.30.09 21:12:16 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count

the whole purpose for right now is to get it into a gbxmodel format so i can import it into 3ds max 8 for animating (i know i can animate in gmax but its a whole lot easier to do stuff in max). all other atempts to import my aircraft into max have failed. any assistance out there would be greatly appreciated


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: May 31, 2009 12:37 PM    Msg. 2 of 10       
Quote: --- Original message by: CAG Gonzo
05.30.09 21:12:16 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count


The problem is associated with your materials. Check 'em out.


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Jun 1, 2009 12:31 PM    Msg. 3 of 10       
If your using TheGhost's exporter script, then you HAVE to use multi-materials


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 1, 2009 07:49 PM    Msg. 4 of 10       
Quote: --- Original message by: Matooba
If your using TheGhost's exporter script, then you HAVE to use multi-materials


yes, im using TheGhost's excellent eport script, yes im using mutli-material, yes all the materials r .tif and i ran all of them through tool (which created them as bitmaps).

and i actually got the gbxmodel to build, somewhat, cuz it found 18 degenerate triangles or something like that. previously, i had been using chimp v1.6. TheGhost's script worked out, the model was built, but now the collision-geometry wont. im using the same .jms file as the model, assuming i followed the sealed world rules (which i dont know if i did or didnt).

ill get the debug up here if u need it.


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Jun 1, 2009 09:10 PM    Msg. 5 of 10       
you need to re-weld all your vertices to 0.1
select all the verts and weld them to 0.1


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 2, 2009 10:00 PM    Msg. 6 of 10       
Quote: --- Original message by: Matooba
you need to re-weld all your vertices to 0.1
select all the verts and weld them to 0.1


i did. my 1st model built fine and appears ok in 3ds, but my 2nd model built fine, but has 6 degenerate triangles, and when i import it into 3ds, its missing about half the model, as if that part never existed. i did weld to 0.1, but ill try once more.

if that doesnt work, whatever shall i do?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jun 6, 2009 07:23 AM    Msg. 7 of 10       
Quote: --- Original message by: CAG Gonzo
Quote: --- Original message by: Matooba
you need to re-weld all your vertices to 0.1
select all the verts and weld them to 0.1


i did. my 1st model built fine and appears ok in 3ds, but my 2nd model built fine, but has 6 degenerate triangles, and when i import it into 3ds, its missing about half the model, as if that part never existed. i did weld to 0.1, but ill try once more.

if that doesnt work, whatever shall i do?


ok hold it there, you either didn't link that part to the frame if you made seperate parts, or you didnt load all permutations, heck i dont know how your vehicle is like

that is, if you compiled it in halo and then imported it to 3ds max ofcourse, im assuming you use halo as converter

for a collision, REMODEL the whole thing SIMPLE, usually going over your own model again isnt gonna gain you anything kewl soon anyways, for me that is

make sure you have a collision file in the "physics" folder and not in "models"
Edited by BeachParty clan on Jun 6, 2009 at 07:25 AM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 11, 2009 09:28 PM    Msg. 8 of 10       
Quote: --- Original message by: BeachParty clan

ok hold it there, you either didn't link that part to the frame if you made seperate parts, or you didnt load all permutations, heck i dont know how your vehicle is like

that is, if you compiled it in halo and then imported it to 3ds max ofcourse, im assuming you use halo as converter

for a collision, REMODEL the whole thing SIMPLE, usually going over your own model again isnt gonna gain you anything kewl soon anyways, for me that is

make sure you have a collision file in the "physics" folder and not in "models"
Edited by BeachParty clan on Jun 6, 2009 at 07:25 AM


allow me to explain:

i first used gmax1.2 to make the vehicle. i dled it from a site in gmax format, made some modifications, and now am trying to get the vehicle into 3ds max (for better animating and modding), also because 3ds supports a direct .JMS, .JMA, .JMO export format.

i finihsed most of the model in gmax, exported the JMS data with TheGhsot's script, then built the model with tool.

then i imported the gbxmodel into max with TheGhost's gbxmodel importer. my 1st 3 attempts all resulted in an icompleted import (missing faces).

the entire modle was all ONE object, and it was linked to the frame node. i odnt know how i did it, i guess welding the vertices down to 0.3 solved it, but i rebuilt the newly welded model and imported it into max, no problems.

im nearly finished with the vehicle in max, and itll probably build fine. i want to anuimate it, but have no idea how to setup the model animation tags (i do know how to animate in max, however)

for the physics, i am aware of the simple rebuild, but, in an effort to take time, i used the modle jms and put it into the physics folder. i watched TheGhsot's custom turret tutorial and he was able to do that, becuase he followed the sealed world rules. i would assume that means keeping everything inside the grid one sees in the perspective viewport in 3ds max.

but thnx for ur help!


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 12, 2009 12:34 AM    Msg. 9 of 10       
Sealed world rules means.
When you have an object it must have no open edges or overlapping faces or degenerate triangles and a bunch more finicky rules.

Basically if you were to fill any model with water, it shouldnt leak :)


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Jun 20, 2009 09:39 PM    Msg. 10 of 10       
YAY

i finally know what sealed world rules is. thnx

would u happen to have any idea on how to fix the model in max so that too wont find any problems with it (and so i can use SWR). i weld all vertices to 0.3, remove isolated vertices, and it still finds degenerate triangles.

AND ON TOP OF ALL THAT

tool is giving me more techno-garbble on how it cant build my gbxmodel. ive finished it in max, UVW mapped it, exported as .jms, and attempted to build it. the file is in the right spot. everything is properly linked. i got a similar message b4 UVW mapping, and thought UVW mapping would fix the problem. silly me. heres what Mr. Debug says:

06.20.09 00:27:28 reference function: _write_to_error_file
06.20.09 00:27:28 reference address: 42ca20
06.20.09 00:27:28 Couldn't read map file './toolbeta.map'
06.20.09 00:28:47 EAX: 0xFFFFFFFE
06.20.09 00:28:47 EBX: 0x00210E01
06.20.09 00:28:47 ECX: 0x0012F5A8
06.20.09 00:28:47 EDX: 0x000002CC
06.20.09 00:28:47 EDI: 0x0012F5A8
06.20.09 00:28:47 ESI: 0x00000000
06.20.09 00:28:47 EBP: 0x0012F480
06.20.09 00:28:47 ESP: 0x0012F470
06.20.09 00:28:47 EIP: 0x7C90E514, C3 8D A4 24 ?????
06.20.09 00:28:47 EXCEPTION halt in \halopc\haloce\source\memory\array.c,#130: index>=0 && indexcount

i know i have the jms in the right place because tool says '###cas.jms' (cas is the name of my vehicle)

what did i do wrogn this time?

 

 
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