
him withgun
Joined: May 12, 2009
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Posted: Jun 8, 2009 01:07 AM
Msg. 1 of 10
ok so ive been just dealing with it so far but when i go to flip my level\skybox with all sides selected in poly the whole box\level\skybox goes black and i cant see well. how do i fix this?
another is that after i run radiosity and open my map in sapein the wholw thing is grey same when i build cashe file and play it in halo. help me.
and is there some halo map making clan out there that someone can tell me about? thanks-him withgun.
P.s this is a very fusterating problem as i have map several map that have all sucked because they were grey.
o and also i know this is probably somewere on the fourms but how, in detail , do i fix the degenerate triangles and all the open edges in 3ds max that i get from tool?
x-fire is himwithgun if you think you wil need it
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him withgun
Joined: May 12, 2009
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Posted: Jun 8, 2009 05:39 PM
Msg. 2 of 10
yes i know but it didnt used to do this before i could see the color and that stuff, how do i make it so i can see it?
please help with other problems if you can
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 10, 2009 02:53 PM
Msg. 3 of 10
rightclik the object then go object properties. toggle "backface cull"
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Jun 10, 2009 04:17 PM
Msg. 4 of 10
I find, if you change backface cull, it gets annoying creating faces. Just hide the sky faces, by selecting them and pressing "hide".
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 10, 2009 10:20 PM
Msg. 5 of 10
Sorry i forgot to help with the 2nd part. You need to make shaders to get your textures to show. Shader-environments are for bsp's and shader_models are for scenery and weapons and such. Name the shader the same as the material in max and link to the bitmap used (in max) in the basemap slot in the shader.
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him withgun
Joined: May 12, 2009
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Posted: Jun 10, 2009 10:57 PM
Msg. 6 of 10
ok and when i import the .txt in to 3ds it delets my models and showes a lot of shapes??? what do i do?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 10, 2009 11:23 PM
Msg. 7 of 10
There is no reason to import anything into max in this circumstance. 1 pick a .tiff in max and name the material same as tiff. 2 make a new shader-environment in guerilla and link in the basemap slot to the .bitmap that tool created when you compiled the tiff. 3 save the shader in tags/levels/nameoflevel/shaders with the same name as the material in max which also has the same name as the .tiff used
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him withgun
Joined: May 12, 2009
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Posted: Jun 11, 2009 01:18 AM
Msg. 8 of 10
ok im goona cry i dont understand how do i fix the open edges and degenerate triangles when i imported the .wrl into my model it got rid of the model and gave me a bunch of shapes, circles trie's,. i didnt know what to do so i reimported it and made it so i didnt reset the scene. then i could see the original model. then i am lost and have tryed alot of crap that gave me more "error couldnt update edge#(a lot of them ) red " what do i do? do you have pics? im serious about the crying part. -him withgun
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 11, 2009 10:44 AM
Msg. 9 of 10
You should uncheck the 3 boxes when importing the wrl, that will "add" the problem spots to the scene rather than replace it. the couldnot update edge error means that you probly have a double edge,import wrl and look for the marked edge (helps to view in wireframe sometimes). Select the edge and see if it bypasses a vert, select the edge (the "top"short edge will select 1st) clik in same place and see if there is a hidden "double" edge underneath, delete that.
It wouldnt hurt to weld all verts at a value of 0.1 first.
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him withgun
Joined: May 12, 2009
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Posted: Jun 11, 2009 08:59 PM
Msg. 10 of 10
ok thanks i got a tut on this site on how to do it but thanks you helped me alot. i didnt have to cry btw,lol. thanks.
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