
d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Jul 29, 2011 06:00 PM
Msg. 1 of 12
What exactly are these? they tend to show up in the bsp's I make, but they don't seem to cause any errors. (that I know of).
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Jul 29, 2011 06:29 PM
Msg. 2 of 12
Quote: --- Original message by: d4rfnader What exactly are these? they tend to show up in the bsp's I make, but they don't seem to cause any errors. (that I know of). They can cause visual errors,and bad radiosity casting.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jul 29, 2011 06:34 PM
Msg. 3 of 12
Degenerate triangles usually cause open edges for me, so I end up having to fix them anyway. Not always, but most of the times they do.
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Sprinkle
Joined: Jan 3, 2010
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Posted: Jul 29, 2011 07:14 PM
Msg. 4 of 12
A degenerate triangle is basically a triangle with no surface area. Either 2 vertices are on top of each other or you created a triangle that has 2 vertices that are the same (triangle AAB instead of ABC), both resulting in a degenerate triangle.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jul 29, 2011 08:03 PM
Msg. 5 of 12
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 1, 2011 11:37 AM
Msg. 6 of 12
Open edges = fatal Degenerate triangles = fatal/no lightmaps Overlapping edge = fatal Update edge = fatal z buffered triangles = non-fatal
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 3, 2011 02:02 AM
Msg. 7 of 12
Quote: --- Original message by: SlappyThePirate http://s1.postimage.org/9meojr7of/bsperrors.jpg That picture is becoming really useful isn't it? 
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Aug 14, 2011 06:55 PM
Msg. 8 of 12
ha very good: wrong thread Edited by ally on Aug 14, 2011 at 06:56 PM
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bobbysoon
Joined: Feb 1, 2007
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Posted: Aug 14, 2011 11:21 PM
Msg. 9 of 12
There's degenerate mesh triangles and there's degenerate uv texture mapping triangles. Default xy planar uv mapping on vertical geometry like cliffs will get you degenerate texture coordinates. In the unwrap, they're just like in the lower left of Slappy's pic, above.
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Aug 15, 2011 05:08 AM
Msg. 10 of 12
Quote: --- Original message by: mastur cheef Z buffered triangles, do they mess up the map? They say ERROR in Tool but it just continues to compile. They cause collision to mess up and you can get phantom BSP or places where you can walk or drive through the map around the area.
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Aug 15, 2011 05:48 AM
Msg. 11 of 12
Quote: --- Original message by: mastur cheef What about if you have those triangles for example on a weapon? Same thing, the collision will be funny, some parts won't be affected by shooting them. Not that it really matters for a weapon. Normally i ignore the errors or things smaller than a vehicle.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 15, 2011 12:21 PM
Msg. 12 of 12
Normal gbxmodels can have errors. The collisions have to be sealed though. If it's a degenerate uv triangle it will probably look bad.
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