
deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Feb 3, 2010 07:17 PM
Msg. 1 of 6
Okay, I have this really annoying problem when trying to compile a map, it says that edge 2318 is too short, yet it doesn't tell me where it is. Is there a way to find edges & etc by number?
Also, I don't understand how to uvw map properly, How do you do it for seperate Material IDs? Like I don't want my cliffs and ground to have the same uvw size.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Feb 3, 2010 10:12 PM
Msg. 2 of 6
use poly or tri selection and either select all of the faces you want to uv or choose select ID. Then in modifiers choose uvw map and apply a map. convert to edit mesh and go back to poly or tri selection. again in modifiers choose uvw unwrap. you can then edit the uvw of that material.
i have no idea about the "edge is too short" error. i have never seen it. import your .wrl file (mapname.wrl) located in the CE directory. uncheck all of the boxes in the dialog (reset scene, create primitives, etc..) and hit ok. The edge should be highlighted. I suggest deleting the faces on either side of it and recreating them.
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Feb 4, 2010 05:28 PM
Msg. 3 of 6
Yea, thats sortof the problem, it just gives me a whole bunch of face errors.. no edge errors.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Feb 4, 2010 05:58 PM
Msg. 4 of 6
I've never gotten the 'edge is too short' error, but I suggest checking the edges that make up the faces you mention. You can get the edge number by selecting it in gmax, and in the first tab or Editable Mesh or Poly, you will see something like 'Edge 203 selected'. And your UVWs, Start by converting/modifying with the editable mesh, chose face, and find the button 'select by material ID' or 'select by ID'. In the dialog enter 2. (Skipping 1 cause its the +sky in bsps.) Add a modifier UVW map, and do your thing. This will only UVW the ID 2 faces. Others may look weird for now, don't worry though. When done Convert to editable mesh, and now select all the ID 3 faces. Repeat until finished, then finally convert to Editable Mesh again. Edited by SlappyThePirate on Feb 4, 2010 at 06:02 PM
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Feb 4, 2010 08:41 PM
Msg. 5 of 6
^like i didn't just say all that crap Quote: --- Original message by: deadlyfighter1000 Yea, thats sortof the problem, it just gives me a whole bunch of face errors.. no edge errors. if tool told you there was an error it will include it in the wrl. once you've imported it hit F3 (F4? idr) to switch to wireframe and look for edges that are boxed in. you could also set your STL check to look for edge errors. maybe some will turn up.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Feb 6, 2010 01:42 AM
Msg. 6 of 6
In my experience the only thing STL check is good for is looking for open edges. I don't think it will catch an edge that's "too short" Also, you could try welding all the verts to a small threshold like 0.1, since it's possible that there is an edge connecting too vertices that are very very close together. But, if that doesn't fix it, then do file -> import C:\program files\microsoft games\halo custom edition\ and find mapname.wrl import uncheck all the boxes look for errors and fix
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