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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Model won't build correctly

Author Topic: Model won't build correctly (19 messages, Page 1 of 1)
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rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 15, 2011 09:26 AM    Msg. 1 of 19       
I have been trying all morning but I can't seem to get this working. Every time I compile my model, no matter what I do, parts of the model will be missing in-game. I'm completely out of ideas to try and get it to work. When I wake up I'll try and start fresh but I was hoping someone here might know what I'm missing.

I've already checked that:

1. Everything is linked to the proper frames
2. Everything is either editable mesh or editable poly
3. I've already checked and fixed all flipped normals(although if this were the issue, it would just be inverted, not gone)

So if anyone has any idea, any help would be appreciated.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 15, 2011 08:35 PM    Msg. 2 of 19       
this might be unless to you but anyway, have you used any of the symbols on the area
where you have the missing polys?
some of the symbols can hide polys ingame that's why i'm thinking of that.
are you sure you have fixed all the flipped faces for definite?
Edited by ally on Dec 15, 2011 at 08:35 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 15, 2011 08:37 PM    Msg. 3 of 19       
is it a model or bsp?
you say everything is either mesh or poly but not only one, try only one.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 16, 2011 06:37 AM    Msg. 4 of 19       
Okay I guess I wasn't specific enough, sorry I was falling asleep at the time I posted it.

It's a weapon model. And yes I did try making them all editable poly, and then all editable mesh.


stunts513
Joined: Jul 6, 2008

xfire: stunts513


Posted: Dec 20, 2011 10:11 AM    Msg. 5 of 19       
did u make sure to not go over 20k poly limit?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 20, 2011 06:32 PM    Msg. 6 of 19       
Polys: 9,712
Verts: 5,512


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 20, 2011 07:13 PM    Msg. 7 of 19       
Would you like me to try and build the scenario? to see if it works.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 20, 2011 07:18 PM    Msg. 8 of 19       
It's just a weapon model, not a bsp. And it gets in game, the model is just missing parts. I think it has something to do with the geometry in max, but I can't tell for sure.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 20, 2011 07:30 PM    Msg. 9 of 19       
Srry, i thought it was a bsp.
I have had this trouble before, are you using a custom collision? or a stock collision?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 20, 2011 07:34 PM    Msg. 10 of 19       
It's just a weapon so I'm not using one. Although I don't think that's related to the issue because I usually don't use a collision with custom weapons.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 20, 2011 07:52 PM    Msg. 11 of 19       
yea, i cant give an explaination, but i did have this problem before and either moving the ground point or adding a collision fixed it for me.
Unless i did something that i dont remember, which may be the case.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 20, 2011 07:59 PM    Msg. 12 of 19       
maybe normals are messed up?
That happened to my DMR. It was fine in 3ds, but when ingame, a lot of the faces were facing the wrong way.

Had to make it inverted in max to make it look normal in the game.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 20, 2011 08:05 PM    Msg. 13 of 19       
Quote: --- Original message by: rerout343
I have been trying all morning but I can't seem to get this working. Every time I compile my model, no matter what I do, parts of the model will be missing in-game. I'm completely out of ideas to try and get it to work. When I wake up I'll try and start fresh but I was hoping someone here might know what I'm missing.

I've already checked that:

1. Everything is linked to the proper frames
2. Everything is either editable mesh or editable poly
3. I've already checked and fixed all flipped normals(although if this were the issue, it would just be inverted, not gone)

So if anyone has any idea, any help would be appreciated.


I wish that was the issue because that's easy to fix. With this, I can't even tell where the problem is coming from.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 20, 2011 08:46 PM    Msg. 14 of 19       
hmm, which exporter are you using?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 20, 2011 08:49 PM    Msg. 15 of 19       
I use Max 9 so my only option is Bluestreak.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 23, 2011 12:53 PM    Msg. 16 of 19       
Is this a piece of scenery or a vehicle? Sometimes the bounding radius in the scenery or vehicle tag makes stuff not show up. Use values from the most similar stock tag for render bounding radius and bounding radius.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 23, 2011 07:08 PM    Msg. 17 of 19       
Quote: --- Original message by: rerout343
It's just a weapon so I'm not using one. Although I don't think that's related to the issue because I usually don't use a collision with custom weapons.


I already said it was a weapon.

I don't think that's the issue because only parts of the weapon don't show up. Some of it's still there.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 23, 2011 08:59 PM    Msg. 18 of 19       
Have you tried making everything edible mesh? idk. Might help in some way.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 24, 2011 01:46 AM    Msg. 19 of 19       
Doesn't anybody read the previous posts?
Quote: --- Original message by: rerout343
I've already checked that:

1. Everything is linked to the proper frames
2. Everything is either editable mesh or editable poly
3. I've already checked and fixed all flipped normals(although if this were the issue, it would just be inverted, not gone)


Quote: --- Original message by: rerout343
Okay I guess I wasn't specific enough, sorry I was falling asleep at the time I posted it.

It's a weapon model. And yes I did try making them all editable poly, and then all editable mesh.


I wish it was that simple though.

Here's a pic to show what I'm talking about.(I probably should have don that in the OP)


Edited by rerout343 on Dec 24, 2011 at 01:50 AM

 

 
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