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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »another Tool problem...(yes again)

Author Topic: another Tool problem...(yes again) (8 messages, Page 1 of 1)
Moderators: Dennis

Nazgol
Joined: May 11, 2009

RAWRRR =P


Posted: Aug 31, 2009 07:21 AM    Msg. 1 of 8       
ok... im trying to make a mounted Sniper rifle
so what i did... is i took the Turret base from the 50_cal turret... and put my berrett_98 were the Normal 50 cal machine gun would be... and this was te result in tool**model** ((yes ino** in tool... i missed a T... and i cant fix it... casue it takes alot of time cause vista's a pain...))


C:\Program Files\Microsoft Games\Halo Custom Edition>tool model vehicles\berret_98
Couldn't read map file './toolbeta.map'
### Berrett_turret.JMS
### WARNING found #109 degenerate triangles.
### WARNING found #18 coincident triangles.
EAX: 0xFFFFFFFE
EBX: 0x00001801
ECX: 0x0012F590
EDX: 0x000002CC
EDI: 0x0012F590
ESI: 0x00000000
EBP: 0x0012F468
ESP: 0x0012F458
EIP: 0x77DC9A94, C3 8D A4 24 ?????
EXCEPTION halt in \halopc\haloce\source\memory\array.c,#130: index>=0 && indexcount

C:\Program Files\Microsoft Games\Halo Custom Edition>


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Aug 31, 2009 10:48 AM    Msg. 2 of 8       
Quote: --- Original message by: Nazgol
### WARNING found #109 degenerate triangles.
### WARNING found #18 coincident triangles.


You did properly connect the models together, right?


Nazgol
Joined: May 11, 2009

RAWRRR =P


Posted: Aug 31, 2009 07:52 PM    Msg. 3 of 8       
no... not the warning... the exception part... i aways get that warning..

i imported the DEBUG.WRL file into my thing cause it wawsnt allowing me 2 make my Collision-geometry.. but how do i no were these errors are??
Edited by Nazgol on Aug 31, 2009 at 11:31 PM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Aug 31, 2009 11:43 PM    Msg. 4 of 8       
hit F3 or F4, can't remember which one switches to wireframe...anyway, once in wireframe, go to your selection list and pick all the errors, everything but your model. once you do that little white boxes will show up around areas that are errors....if they are edges. if they are poly's errors then just move, pan, rotate around in regular mode until you see colored triangles.


Nazgol
Joined: May 11, 2009

RAWRRR =P


Posted: Sep 1, 2009 01:52 AM    Msg. 5 of 8       
OK... so ive found te problems... but how do i fix them?


Edited by Nazgol on Sep 1, 2009 at 02:00 AM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 1, 2009 11:24 AM    Msg. 6 of 8       
take a look at the errors themselves and try to figure out what you did wrong...geometry errors are pretty easy to solve if you take the time to look them over carefully. there are different solutions for different errors.

i recommend you watch the error fixing tutorials, there are many on this site. they will help you know what to look for and tell you how to fix them.


Nazgol
Joined: May 11, 2009

RAWRRR =P


Posted: Sep 1, 2009 06:54 PM    Msg. 7 of 8       
ok... welll ive found an edge... well more like all 30... but i cant zoom in enough 2 see wats rong... like.. i get 1 scroll away... then the next takes me 2 far..

just another question ... what does welding everything to gether do?
Edited by Nazgol on Sep 1, 2009 at 07:35 PM


CAG Gonzo
Joined: Apr 2, 2009

Retreat? Hell! We just got here!


Posted: Feb 3, 2011 02:43 PM    Msg. 8 of 8       
Each triangle has three vertices associated with it that represent the points of the triangle. It is possible to have two triangles that share a vertex in the exact same spacial coordinate, but not be the same vertex itself (i.e. triangle 1 has a vertex at 0,0,0, and triangle 2 also has a vertex at 0,0,0, but those vertices are NOT the same vertex). Welding within a threshold (using the weld selected command) means any vertices you have selected that are within that threshold (default is 0.003m or 0.01 units I think) will be welded together. So instead of having 3 vertices occupying the same space, you know have one vertex, and any triangle connected to it uses that vertex.

But you don't really need the explanation to know it's a good practice to use. Select all your vertices and select weld. If any are overlapping (which will give you errors), then the initial weld will optimize them. If not, increase the threshold size until you get some optimization going on.

Now can someone please figure out what this error means and how to solve it? I'd like to check my minimap for Requiem for errors before I include it in the main map, so error checking will be easier. However, this same error is preventing my progress.

 

 
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