
UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 28, 2010 03:45 AM
Msg. 1 of 37
According to the official HEK tutorial, orange faces are either overlapping faces or duplicate faces. Duplicate faces are 2 polygons that are in EXACTLY the same place. If I had 2 pieces of paper, duplicate faces would be 2 piecses of paper lying in a stack of paper. Just delete one and seal any open edges you might get and you should be good to go. Overlapping faces are just what they sound like. Imagine I had 2 pieces of paper again, overlapping faces would be sort of like if I placed the papers in a + sign. Obviously it doesn't have to be a plus sign, but that's the idea. They intersect or overlap.
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Welcome To Earth
Joined: Oct 10, 2009
Becycle Rin
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Posted: Nov 28, 2010 04:59 AM
Msg. 2 of 37
Connect the faces instead.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 28, 2010 05:11 AM
Msg. 3 of 37
I had orange errors like this once, the best way to permanently fix it is to delete the overlapping faces, then scale the entire map up by 1%. Edited by MoooseGuy on Nov 28, 2010 at 05:11 AM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 08:24 AM
Msg. 4 of 37
seeing as its just your first map,try moving the vertices that are on the cliffs.the parts of the cliff that are all pointed and sticking out can be smoothed off by moving them veritices. most people started from box modeling me included. when you have time watch this video and you will learn how to model away from box modeling. http://vimeo.com/11781231this link to halovideotutorials channel will be helpful to you as well http://www.youtube.com/user/HaloVideoTutorials#p/u/36/3KlgXFJo1Lw
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Nov 28, 2010 09:41 AM
Msg. 5 of 37
Yo qwertyuiop, I would start learning the better method of map modeling before you get learned in the wrong way. Good maps are not made from primitives (shapes), rather, they are made from connecting vertices. Watch Higuy's mapping tutorial to learn about this. Trust me, you will thank me. Edit: http://vimeo.com/11781231Edited by MoooseGuy on Nov 28, 2010 at 09:42 AM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 09:49 AM
Msg. 6 of 37
Here's how you fix the errors, ok: Make sure every edge ends in a point, and that every edge touches another edge. This will make sure that the level is free of holes and errors. Right now, the bottom of that hill is messed up. Try deleting and re-creating the faces on the ground around the bottom of the hill. Also, look under the map and delete any weird triangles you see. You may also want to check out target welding.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 04:48 PM
Msg. 7 of 37
Quote: --- Original message by: qwertyuiop so, is that what's causing the "error 0x00000002 'The system cannot find the file specified."?
You're not typing in the file path right. If it's data\levels\mymap\models\mymap.jms you type tool model levels\mymap mymap
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:18 PM
Msg. 8 of 37
Please think about what you are posting. He can do what he wants with his 1st map. Dennis will host it, no matter your opinion.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:21 PM
Msg. 9 of 37
You shouldn't pay any attention to that guy, until he changes his posting habits.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:23 PM
Msg. 10 of 37
Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: qwertyuiop so, is that what's causing the "error 0x00000002 'The system cannot find the file specified."?
You're not typing in the file path right. If it's data\levels\mymap\models\mymap.jms you type tool model levels\mymap mymap where exactly is your .jms? , and what exactly did you type?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 07:27 PM
Msg. 11 of 37
Quote: --- Original message by: qwertyuiop
oh, the tutorial was wrong, but I saw him type it in that way and it worked for him... :\. Ok, i'll fix all of the errors in my map and hopefully i can get it finished and release it. :)
EDIT: typed it in your way, a bunch of random stuff came up, then the tutorial told me to minimise tool, then open guerilla and open a file that tool SHOULD HAVE created. but it didn't :( Edited by qwertyuiop on Nov 28, 2010 at 05:13 PM Check in your tags folders for the file, and not the data. If it's not in tags\levels\whatever, then what did tool say?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:30 PM
Msg. 12 of 37
Quote: --- Original message by: assassinchief106 Uhh.. ok, although, all I'm saying is: Release when you have enough skill. This is just a heightmap with bases. These are tips. Tips for what? Nobody is gonna force you to download or play his map, so get over it. Try to be a productive member please. to OP : try tool structure levels\qwertyuiop_test_map "qwertyuiop_test_map" note the position of quotes. Edited by Maniac1000 on Nov 28, 2010 at 07:33 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:34 PM
Msg. 13 of 37
oh darn disregard my last comment to you, OP you need to have your .jms in a folder named "models" within your main (mapname) folder.
assassin, that is the limits of your help/tips? try something that actually might help him. Edited by Maniac1000 on Nov 28, 2010 at 07:36 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:40 PM
Msg. 14 of 37
I am perfectly "flowery". Do you realize that new people who come to the forum look at the way people post, and it affects the way they themselves post. I would rather newbs are reading what i am posting, as opposed to what you are posting.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 07:43 PM
Msg. 15 of 37
Quote: --- Original message by: assassinchief106 Yes, that's as far as I can 'help'. If he does, imagine all the hate he would get. lol I have the same tool/export problem anyways.. Edited by assassinchief106 on Nov 28, 2010 at 07:40 PM Meh, he won't get hate. Arguement = invalid.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 07:46 PM
Msg. 16 of 37
you need to have your .jms in a folder named "models" within your main (mapname) folder.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 07:50 PM
Msg. 17 of 37
The asking for a number doesn't really do anything. If you want to see your map in all white, enter the number for shader_environment. Basically, you didn't set the materials for your map. In gmax, rename the materials the the name of the shader_environment tag they are (probably the name of the .tif you used).
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 08:04 PM
Msg. 18 of 37
querty, you can add me on xfire if you want. maniac1000
you should make shaders before you structure the map, then you wont be asked for the numbers and tool wont make shaders that you are not going to use.
Or you can use the shaders that tool made, i dont do this though.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 08:09 PM
Msg. 19 of 37
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 08:34 PM
Msg. 20 of 37
it means the your materials are named material numbers in max, when they should be named the same as the shader that you want it to use.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 08:42 PM
Msg. 21 of 37
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=34824tool reads the names given in the material editor in max, it then looks for a shader with that name. I am doubting that you did infact watch that entire tutorial. look again when he is applying materials in max, he renames the material to the same name as the bitmap and shader.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 08:49 PM
Msg. 22 of 37
Not exactly, but i think the renaming of materials would be the same. I dont use Gmax so i am unsure.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 09:19 PM
Msg. 23 of 37
if you haven't done the your shader yet this what you do.......the tutorial maniac gave you will be same for gmax.as for the shader thats made in guerilla,to do this open guerilla and click on new then scroll to shader_environment then click okay.at the top in radiosity properties tick the box marked as simple parameterization.the physics properties(material type) is for the type of ground you want your map to have(leave this as dirt seeing you have grass applied to your map).now scroll on down to diffuse properties and click the small box with the ... inside it (it's beside basemap).now navigate to tags\levels\qwertyuiop\bitmaps.and open the bitmap you used for your ground.now seeing your is a grass grounded map you want the primary detail map scale to be 25 and under primary detail map,open up tags\levelsb30\bitmaps\detail_ground.bitmap.then change the secondary detail map to scale 25 and under the secondary detail map,open up tags\levels\a30\bitmaps\detail_grass.bitmap.now go to file and click on save as,and navigate to tags\levels\qwertyuiop. and create a new folder called shaders,save the file there as qwertyuiop_ground.shader_environment. close file. and compile your map scenario. any other problems just post again.
anywhere i have typed qwertyuiop is to be typed as the name of your map. Edited by ally on Nov 28, 2010 at 09:22 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 09:34 PM
Msg. 24 of 37
The model, from gmax. Ally just showed you how to make a shader_environment. In gmax, name the materials the names of the shaders. Then export the model, and tool won't ask you for shaders.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Nov 28, 2010 09:40 PM
Msg. 25 of 37
The file names of the shader_environments should be the names of your sub-materials.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 10:01 PM
Msg. 26 of 37
nah you want to leave them well alone and do what i said on how to make your shader
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 10:21 PM
Msg. 27 of 37
okay whats the name of your map?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 10:24 PM
Msg. 28 of 37
That is irrelevant. Is your material (in gmax) named the same as your shader?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 28, 2010 10:28 PM
Msg. 29 of 37
It MUST be, if things are to work.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 10:29 PM
Msg. 30 of 37
you really need to know that you done the shader properly or its gonna fail again go over it again use the old fathfull yap yap tutorial ...you really can't go wrong with this http://hce.halomaps.org/index.cfm?fid=2198Edited by ally on Nov 28, 2010 at 10:32 PM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 11:13 PM
Msg. 31 of 37
so your all good now,your map is working?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 11:19 PM
Msg. 32 of 37
what same problem?what part are you at exactly?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 11:36 PM
Msg. 33 of 37
the only way your gonna be able to finish your map is to follow either the way i showed you or by following the yap yap tutorial which shows you pretty much the same as i showed you.sorry man but untill you follow one of them ways to make the shader your map will not build for you.it's now 4:33am uk time and i have to go and sleep to get up again at 7am.just follow what the tuts for the shader and take your time with it...it's the only way.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 28, 2010 11:52 PM
Msg. 34 of 37
k good luck.you really should get yourself on xfire then you would be able to chat to someone and then they could guide you from start to finish.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Nov 29, 2010 12:02 AM
Msg. 35 of 37
okay my xfire is allymax i will just stay up and help you get this done
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