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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »gmax modeling error

Author Topic: gmax modeling error (7 messages, Page 1 of 1)
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viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Feb 28, 2010 04:23 PM    Msg. 1 of 7       
i am modeling my map to have underground bases with several tunnels to allow players to get to the surface. i exported my jms file and did the bitmaps. when i go to structure in tool i get this error.

Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
### WARNING found nearly coplanar surfaces (red and green).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done

this is what my tool says after i run the tool structure command... what does it mean and how do i fix it
Edited by viperfast1992 on Feb 28, 2010 at 07:08 PM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Feb 28, 2010 08:46 PM    Msg. 2 of 7       
these are a pain because they're the same color. start with the coplaners. fix them by moving verts to make them less 'planer' or by making them completely planer instead of 'nearly'.

once you've fixed all the coplaners the z-buffers will be easier to see. i usually find them around the edges in places like where the skybox meets the level.


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Mar 1, 2010 06:21 PM    Msg. 3 of 7       
well i got the z buffer error to go away. it was near the entrance to my underground base where the map face went through the entrance. as for the nearly coplanar error i still havnt found them but its not a big deal because it still lets me make the map. i went throung the whole level and didnt find any major problems with that so i may just leave it for now.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 1, 2010 09:24 PM    Msg. 4 of 7       
you should probably fix them, just import your wrl to find them


viperfast1992
Joined: Jan 20, 2009

(DTS) Death Through the Shadows


Posted: Mar 2, 2010 02:20 PM    Msg. 5 of 7       
they are on the inside wall to my base. it dosnt mess up the texture at all, i tried to fix them but it just messes up the wall. any idea how i can fix it without messing up my wall


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 2, 2010 04:41 PM    Msg. 6 of 7       
Delete the face and create it again. Also, when I get an errror for z buffered triangles, it's never literally 'buffered triangles'. Use chimp to imprt the levelname.wrl AND debug.wrl.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Mar 2, 2010 04:56 PM    Msg. 7 of 7       
Quote: --- Original message by: viperfast1992
they are on the inside wall to my base. it dosnt mess up the texture at all, i tried to fix them but it just messes up the wall. any idea how i can fix it without messing up my wall


optimize and re-uv

or just leave it

 

 
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