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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »structure building. D:!

Author Topic: structure building. D:! (8 messages, Page 1 of 1)
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sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Oct 27, 2010 04:37 AM    Msg. 1 of 8       
anyone care to explain how to solve? D:!

debug:
10.27.10 19:19:07  tool pc 01.00.00.0609 ----------------------------------------------
10.27.10 19:19:07 reference function: _write_to_error_file
10.27.10 19:19:07 reference address: 42ca20
10.27.10 19:19:07 Couldn't read map file './toolbeta.map'
10.27.10 19:22:14 couldn't allocate subcluster.


image:

yeah, sorry for image size. Ceebs scaling it down... :P

-sierra


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Oct 27, 2010 07:54 AM    Msg. 2 of 8       
lol, Import the WRL file it made (should be named Debug.WRL) in your HCE directory into max and uncheck all the boxes, now go into the HEK tutorial and find out what those mean. Now, FIX DEM!


Amazingcuziam
Joined: Apr 16, 2010

Sup.


Posted: Oct 27, 2010 11:34 AM    Msg. 3 of 8       
Quote: --- Original message by: l283023
Well, we can see this isn't a collision geometry error. It has to do with what we will actually see in game. Perhaps it is portals. Perhaps it is fog planes. I wouldn't know because I don't compile bsps often.
When compiling using Tool the following warning message appears:
### WARNING: a surface clipped to no leaves (see cyan in error geometry)

This is a problem caused by the implementation of the portal planes and geometry.

This can be caused by geometry that has a face which is coplanar with the faces of another piece of geometry.

A good example would be a cube that has a face resting on the faces of another surface (such as a floor). In this case, an error may not have occurred before, but once portals are added or defined the portal calculations during the compilation process detects the error since it cannot properly create a portal between the two pieces of geometry.

In the above example, there are two solutions. The cube can be moved such that it no longer has its bottom faces resting on the faces of the other surface. The other solution is that the cube should have its bottom faces removed and the remaining faces should be properly integrated with the surrounding faces.
From the HEK tutorial :) I would also suggest fixed the Coplanar and Z Buffered triangles, but it should compile anyways :D OMG ITZ A TRAP!


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Oct 28, 2010 02:12 AM    Msg. 4 of 8       
I know it's not a collision geometry error, like l28 said. Because I have compiled BSPs many times and once iv added my portals and then an error pops up. Not always this error, but an error.
ceebs fixing the Coplanar and Z buffered triangles, unless I have to, for it to compile. Which I know I don't have to do for it to successfully get in-game, at the moment I just want it in-game, so I can test it with the new shaders, proper scaling etc...
So I'm guessing its the portals, but Instead of doing it the way I normally do (which is using "+portal" only and connecting it to the vertices), I tried the way the HEK tutorial said to save (hours) of time.
Hence this error. :\


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 28, 2010 02:43 AM    Msg. 5 of 8       
Coplanar/Z-buffered surfaces don't matter. At all. Ever. Just leave them be, it will save you lots of unnecessary work. Trust me, the map will compile with them. One of my maps that I released had over 30 of these.
Edited by MoooseGuy on Oct 28, 2010 at 02:44 AM


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Oct 28, 2010 04:48 AM    Msg. 6 of 8       
so yeah, deleted all the portals and still get the exact same error. :/
any other issues that may be causing this?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 28, 2010 05:33 AM    Msg. 7 of 8       
Remove all portals and exactportals, then try relinking the bsp. If that doesn't work, Resize the map by 1%. If that doesn't work, I don't know.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 28, 2010 05:35 AM    Msg. 8 of 8       
Quote: --- Original message by: MoooseGuy

Coplanar/Z-buffered surfaces don't matter. At all. Ever. Just leave them be, it will save you lots of unnecessary work. Trust me, the map will compile with them. One of my maps that I released had over 30 of these.
Edited by MoooseGuy on Oct 28, 2010 at 02:44 AM


It is believed that coplanars create phantom bsp, which is why tool points them out.

And to get rid of coplanars, move your verts of all outlined coplanars, move them by .00 in any given direction so they don't match up with the planars on the other side..

Mooseguy, you and your stupid beige.
Edited by Dwood on Oct 28, 2010 at 05:36 AM

 

 
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