
didymus
Joined: May 17, 2011
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Posted: May 22, 2011 09:18 PM
Msg. 1 of 12
I got a BSP tag converter v 2.0 so I extracted the BSP tags and then converted it to .obj. So I import it to 3ds max apply the materials and then export it as .jms and compile it using tool (tool structure levels\blablabla blablabla
However when I compile it it gives me like thousands of ### ERROR couldn't update edge.
I don't have the time or the energy to literally go through 1800 error messages. Is there any faster way of fixing these errors?
I clicked on SELECTED weld and set it to 0.01. Still I get thousands of ### ERROR couldn't update edge.
What is the most effective way of dealing with this? Should I change something when I import it? How should I weld it?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 22, 2011 10:46 PM
Msg. 2 of 12
First, find the open edges. Editable mesh>select open edges. Then, you might be having some problems with the sealed world rule. Update edge errors are from when an edge is the side of more than two collidable faces. SO if you've got water, teleporter, or double-sided faces sharing an edge with two other faces, you need to make sure the materials for these extra faces are set to be double-sided or non-collidable.
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didymus
Joined: May 17, 2011
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Posted: May 22, 2011 11:39 PM
Msg. 3 of 12
Well I know where the open edges are it is just that there are so many open edges that it would be impossible to finish them all anytime soon. As I stated in my question I have received at least 1800 related errors.
I can definitely find these edges, however it would take forever to fix all of these. So is there faster alternatives or am I screwed?
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bobbysoon
Joined: Feb 1, 2007
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Posted: May 23, 2011 08:22 AM
Msg. 4 of 12
Hide the faces with materials that should be sealed until all that's left is special geometry, and then select all that and detach it to a new object. Makes it easier to work with. You could hide the special whatnots object and deal with it once you got the basic BSP sealed and toolable.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2011 02:16 PM
Msg. 5 of 12
Those are not open edge errors. Could not update edge errors are different, and no amount of welding or looking for open edges will fix it. Quote: --- Original message by: Omni_Warrior Hi Noobyourmom!
Usually the error “couldn’t updated edge # (red) occurs after using tessellate. Tessellating one face or group of faces will make new vertexes that are not connected to vertexes to other faces. Remember Halo’s engine requires your map to be a sealed system. That means that all vertexes have to be connected together forming the faces, or polygons that make your map. To find the errors, open your map in 3ds or gmax. Then click on the utilities icon, click on “MaxScript”, than choose whatever plugin that you used to make your jms file. Now click on a button that reads “Imort Wrl”, A navigation window will open. Navigate to the Halo CE parent folder and look for a file for you map. “Example file will look like your_map.wrl” click on it and it will import all of the errors for your map that were found while Halo CE tool structure command was ran. Next click on “Select by name” and choose one or all of the errors in your map. That will show you were the errors are. Look for vertexes that are not connected. Delete the faces that have vertexes that are not connected, and remake the faces. Making sure to not miss any vertexes.
After all faces are remade, remake your jms files re-run the structure command and repeat process until all errors are fixed.
Let me know if you need more help.
I hope this helps.
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didymus
Joined: May 17, 2011
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Posted: May 23, 2011 03:00 PM
Msg. 6 of 12
Okay thanks but all 1800 of those errors occurred. I was asking the fastest way to deal with it? Is it possible? If not This sapien editor crap is way too cumbersome for me. I will stick to Unity.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2011 03:05 PM
Msg. 7 of 12
Try converting your model to editible patch then back to mesh. I dunno if that will help, but it would be the only way to "mass" fix the errors, that i can think of.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 23, 2011 04:51 PM
Msg. 8 of 12
Vampy is right, you need to model a sealed world (skybox included). Also, where are the open edges?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 23, 2011 06:36 PM
Msg. 9 of 12
:) there are none. he has "could not update edge" errors.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 24, 2011 05:54 PM
Msg. 10 of 12
He's PMing me about open edges. He found some (I presume the skybox, still not telling me) and just deleted the edges.
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didymus
Joined: May 17, 2011
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Posted: May 24, 2011 08:27 PM
Msg. 11 of 12
Well Slappy there are errors everywhere really. But to be more specific I received errors around the grates of the map (I am editing d40, the Maw,) around the openings of the map (where ever the map opens to the rest of the world.) That is about it. I have now managed to get rid of all but 4 errors. Those errors all deal with the open areas leading outside where the map is however when I seal them I get more errors.
I only have 4 left and I hope that this solves my problems.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 24, 2011 09:30 PM
Msg. 12 of 12
Ok, cool. Gratings sometimes don't work with the sealed world rule. You can make a shader symbol in the material name that makes them double-sided or not collidable at all.
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