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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »radiosity error: degenerate triangle [or triangle with bad uvs]

Author Topic: radiosity error: degenerate triangle [or triangle with bad uvs] (9 messages, Page 1 of 1)
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Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Feb 3, 2011 11:49 AM    Msg. 1 of 9       
Hello does anyone know how to fix this lightmaps error?

Couldn't read map file './toolbeta.map'
i'm going to render debug lightmaps for triumph of levels\triumph\triumph, and i
'll stop when red+blue+green = 0.900000.
Hit control-c now if this isn't right.
WARNING: 1 clusters in structure_bsp levels\triumph\triumph have no background s
ound or sound environment.
start levels\triumph\triumph
radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in err
or geometry)
failed levels\triumph\triumph
done

What I'm guessing is that it's degenerate triangles because when I delete and re-create the triangles that are blue in the .wrl the structure changes. What I mean is it goes from ### WARNING found #10 degenerate triangles. to ### WARNING found #8 degenerate triangles. to ### WARNING found #6 degenerate triangles.

Is what I'm doing correct and once it reaches 0 the lightmaps will work?

I'm just guessing.


d4rfnader
Joined: Jul 16, 2010

Open mouth, insert sandwhich.


Posted: Feb 3, 2011 01:16 PM    Msg. 2 of 9       
Yeah, you should just try to get that count to 0, then it should work.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Feb 3, 2011 01:35 PM    Msg. 3 of 9       
Ok I fixed all of them but I still get the radioisty error? There is no errors in the structure and the .wrl is gone, so... Also I created this using a plain and built it up. (Higuy's terrain tutorial)


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 3, 2011 08:22 PM    Msg. 4 of 9       
import the debug.wrl into max/gmax
re uvw the blue marked areas.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 3, 2011 08:25 PM    Msg. 5 of 9       
Yep, use the debug.wrl and fix your errors. These errors can usually he fixed by remapping the texture or unwrapping it properly, but sometimes a last resort can be to recreate or modify the actual face and then retexture it. I've had to use all these methods before.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Feb 3, 2011 08:34 PM    Msg. 6 of 9       
I thoght debug.wrl was for non maps, so is it for lightmaps?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 3, 2011 08:40 PM    Msg. 7 of 9       
Debug.wrl stores information about UV and other weird errors for your bsp. It will function just like mapname.wrl so use it to help fix problems with lightmaps and clusters.


Halocombatevolved
Joined: Nov 20, 2009

Son, I would've been your daddy, but, nevermind.


Posted: Feb 3, 2011 08:45 PM    Msg. 8 of 9       
Good news and bad news: Good: Got it fixed :). Bad: spent hours to fix when I was doing it all wrong. But anyway THANKS


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Feb 3, 2011 08:47 PM    Msg. 9 of 9       
Anytime. Good luck.

 

 
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