
xsnoder
Joined: May 29, 2009
~xofect~flem~
|
Posted: Nov 23, 2009 08:33 AM
Msg. 1 of 5
keep getting edge errors when I connect two tunnels together. . If I connect a bridge no problems but once I go under into the - it gives me edge errors or simply can not update edge? I have taken the tunnels out and sealed the holes where they began with no problems so I don't understand why it won't let me connect a simple tunnel??
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Nov 23, 2009 12:43 PM
Msg. 2 of 5
Here's how I do it: Select the faces that I want to make the entrances to my tunnel. Delete them. Go to border selection (must be in editable poly) Select both entrances to the tunnel. Bridge. Go to edge selection. Select the edges that now make up the tunnel. Hit the little box next to "Connect" And set the segments to something like 5 or 6 Then add variation to the tunnel by moving those edge sections around a bit and adding curves to the tunnel.
There shouldnt be any problems unless the one entrance has a different amount of sides than the other one. Sort of like.. hmm..
If entrance A is a pentagon, but entrance B is a hexagon, 2 of the edges on entrance B have to merge and create one, so that there are 5 edgeson both sides. Ususally this creates errors, so you can solve this before bridging the borders by target welding some verts together so that each entrance has the same number of sides and the same general shape. So like, make both entrances roughly congruent to each other, otherwise it might look wierd when you bridge it.
So that's my longish explanation :P
|
|
|

xsnoder
Joined: May 29, 2009
~xofect~flem~
|
Posted: Nov 23, 2009 03:03 PM
Msg. 3 of 5
Quote: --- Original message by: UnevenElefant5 Here's how I do it: Select the faces that I want to make the entrances to my tunnel. Delete them. Go to border selection (must be in editable poly) Select both entrances to the tunnel. Bridge. Go to edge selection. Select the edges that now make up the tunnel. Hit the little box next to "Connect" And set the segments to something like 5 or 6 Then add variation to the tunnel by moving those edge sections around a bit and adding curves to the tunnel.
There shouldnt be any problems unless the one entrance has a different amount of sides than the other one. Sort of like.. hmm..
If entrance A is a pentagon, but entrance B is a hexagon, 2 of the edges on entrance B have to merge and create one, so that there are 5 edgeson both sides. Ususally this creates errors, so you can solve this before bridging the borders by target welding some verts together so that each entrance has the same number of sides and the same general shape. So like, make both entrances roughly congruent to each other, otherwise it might look wierd when you bridge it.
So that's my longish explanation :P thanks for the detail. I will give this a shot when I get home this eve . I was going thru some error fixing tuts and was getting stuck around the welding part (G-max) but you sumed that up for me. thanks agian and I'll let you know how it turns out . ok and wow I'm 3 for 3. It worked! I took the 2 sides bridged them then deleted the faces inside. (think I did it backwards) I then welded the verts together in the middle giving it 1 seam. It is giving me a warning found #2 degenerate triangles? but runs and compiles the jms no problem and lightmaps. opens in sapien have not compiled a map yet but do not forsee any probs. thanks for the awsome advice my friend. Edited by xsnoder on Nov 23, 2009 at 04:07 PM
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: Nov 25, 2009 10:24 AM
Msg. 4 of 5
Yeah no problem, glad I could help :) also don't worry too much about the degenerate tris, the only time you should worry about them is if they cause open edges, which it doesn't look like they are because it got compiled. Either way, for further reference, degenerate tris are triangles that have collapsed into 3 collinear points. so it's like this: The easiest way is to just target weld B to A or C and that should fix it.
|
|
|

xsnoder
Joined: May 29, 2009
~xofect~flem~
|
Posted: Nov 26, 2009 04:53 AM
Msg. 5 of 5
Quote: --- Original message by: UnevenElefant5Yeah no problem, glad I could help :) also don't worry too much about the degenerate tris, the only time you should worry about them is if they cause open edges, which it doesn't look like they are because it got compiled. Either way, for further reference, degenerate tris are triangles that have collapsed into 3 collinear points. so it's like this: The easiest way is to just target weld B to A or C and that should fix it. I was just sitting down fixing many of my past projects thanks to your advice. Also thank you for clearing up the degenerate triangle thing. I can't thank you enough. I have so many cool things that I created in the past that i can now, possibly, go back and salvage.
|
|
|
| |
|
|
 |
|