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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »open edge error

Author Topic: open edge error (9 messages, Page 1 of 1)
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LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 23, 2012 10:47 PM    Msg. 1 of 9       
in tool every time i try to compile the bsp it tells me ###ERROR edge #4481 is Open <red>
what do i do or how do i fix?
help will be appreciate it


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 23, 2012 10:49 PM    Msg. 2 of 9       
Go into your BSP, and fix any open edges that might be there. Try STL Check. It works for most instances.


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 23, 2012 10:56 PM    Msg. 3 of 9       
no it doesnt work ive already done it more than ten times any other advice


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Feb 23, 2012 11:44 PM    Msg. 4 of 9       
First off what max version are you using?
^^Just by that I'll know what exporter your using.


If your map is simple,not alot of polys then Im sure theres no mistake,you have an open edge.

Some of them can be really small,or right in the place of two triangle edges.But I asure you it's there.


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 23, 2012 11:48 PM    Msg. 5 of 9       
well max 8 and using blitzkrieg
also i have found one of the edges giving me error
the #4482 and it seems normal nothing out of place
also which is the max policount of the map to be rendered by tool


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 24, 2012 07:39 AM    Msg. 6 of 9       
first thing to try is, in editable polymode select all verts, weld with a value of 0.01.
try export and structure again.

if that doesn't fix it...

just import the wrl file, a window will popup but you should uncheck the boxes
apart from create primitives, now hit okay. now it will load into 3ds onto your model.
now in 3ds max click on the tool at the top named select by name.
in list you will see names starting with a "V" these are the error markers. (the Vsep ones you can ignore for now, as they are on the grid and not the bsp).
click on the first one then hit "Z" this will zoom in on the error.
if the camera doesn't go right onto it then just rotate a little or move around in the general area until you see the coloured line.
this is the area where you need to fix the error.
stay with your view in this area, click on the bsp, now click on poly.
(sometimes it's best to have ignore backfacing checked in its box, as this will not allow polys behind your work are to be selected, but if you use this still do check to make sure they weren't selected anyway).
scroll over the polys in this area to highlight them, then hold down ctrl key and click on each poly that surrounds the error. (this will just allow you to un-highlight polys, but still keeping the others selected).
after this you should end up with only the error polys still selected.
now that you can work at it delete the error marker and fill in the polygons that are missing, you can use the polymode, border tool and cap to fill this, or just create the polys yourself. this will have sealed the area.
do this for the others that you might have in the bsp.
remember to convert your map back to editable poly before you run tool again to make sure your problems are fixed.
open edge error looks like this>>
http://imageshack.us/f/688/openedgeerrorlooksliket.jpg/
goodluck.

btw the recommended poly count for a multiplayer maps is 10,000 polygons/triangles per scene is 50,000. that's from the hek.
os lets you go higher as far as i know, but seeing this is your first modelled map.
i think you should try to follow the guide lines until your happy to use all that os offers.
Edited by ally on Feb 24, 2012 at 07:44 AM


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 25, 2012 09:53 PM    Msg. 7 of 9       
My terrain is already 14,000 polies...

Anyways, I am going to make some tutorials myself on fixing open edges & modeling.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 26, 2012 08:10 AM    Msg. 8 of 9       
Quote: --- Original message by: LMT Heretic
in tool every time i try to compile the bsp it tells me ###ERROR edge #4481 is Open <red>
what do i do or how do i fix?
help will be appreciate it


Well is to easy but... you need to post it on Halo CE technical. However, to locate the open edge you need to import the <mapname>.wrl. Uncheck all the options, now yo will see (depend from the error) some objects selected or one. Now save it as .max file. Open your map and go to File > Merge and import the .wrl file. Click on the button Select by Name and click "VIFS##" (# means obviously a number). And press Z. Hope it helps. :)


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Aug 1, 2015 05:36 PM    Msg. 9 of 9       
Quote: --- Original message by: Nickster5000
Anyways, I am going to make some tutorials myself on fixing open edges & modeling.

did your released them already ????
Edited by Kinnet on Aug 1, 2015 at 05:37 PM

 

 
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