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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Overlapping face issue

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Author Topic: Overlapping face issue (40 messages, Page 1 of 2)
Moderators: Dennis

tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 8, 2012 09:26 PM    Msg. 1 of 40       
Quote: --- Original message by: M16 Assault
Random overlapping face in a place where isnt a overlapping face.


He's helping with my BSP I made, and he gets that... Can anybody help?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 8, 2012 09:40 PM    Msg. 2 of 40       
I think it'd be better if i just show picture and debug error. Dont ask why the map looks as bad as it does right now, just ignore it and answer the question



First is where the ONLY overlapping edge error im getting is
Second is the best wireframe image i could take of the same area


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 13, 2012 12:39 AM    Msg. 3 of 40       
Still need some help... Anybody...?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 13, 2012 03:41 AM    Msg. 4 of 40       
sometimes finding the overlapping area is not just as easy as looking at an image.
the model would need to be looked at.


edit: also i think that is one of the models by nexus, there are 2 versions, the other had some issues aswell from what i remember.
Edited by ally on Mar 13, 2012 at 03:44 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 13, 2012 11:09 PM    Msg. 5 of 40       
that wouldnt matter, i redid more than 70% of the model


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 13, 2012 11:24 PM    Msg. 6 of 40       
then you need to look at the areas you worked on to find the overlapped area.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 15, 2012 10:51 PM    Msg. 7 of 40       
*facepalm* im getting the feeling you've never fixed this kind of issue in tool...

That Orange thing in the first picture is from the wrl, its showing where the overlapping face is

However, i redid the face multiple times, unhid everything, made sure one face was there and etc, etc, etc...

I even want as far as to hide everything but that section of the model and make sure that it had no errors, which visibly it didnt.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 15, 2012 11:35 PM    Msg. 8 of 40       
oh is that right? m16 you are that animator guy that does some fixing of models? go ask rambo about the things i fixed in his map a few times that you and others couldn't find or fix.
tbh i would tell you how you need to go about fixing that but, instead i will let you keep trying.
you shouldn't judge me when you clearly know nothing about me :)

Edited by ally on Mar 15, 2012 at 11:36 PM


edit: so yeah i ended up sending tylerp a pm lastnight to offer to fix this for him,
i have had no reply yet.
idk maybe you guys don't want your model passed around for worry of leaks,
well i can assure you i have been passed a good few models to work with and to fix.
i fix the model, send back to owner then delete it from my hd.

Edited by ally on Mar 16, 2012 at 10:24 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 16, 2012 02:01 PM    Msg. 9 of 40       
Dont bite the hand that feeds you.
Ally is a really great help on this forum.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 17, 2012 02:36 PM    Msg. 10 of 40       
two things
One, I did modeling way before i started to do animating, and even then i have more modeling knowladge than animation knowladge anyways.

Two, i didnt intend for it to sound jerky, if it came out that way then know that it wasnt intentionally made to be that way


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 17, 2012 03:17 PM    Msg. 11 of 40       
okay man, i just wanted to do what i could to help really.
if i wasn't at least 90% sure i could help then i would have stayed away from the thread. now i don't claim to be the guy that can fix anything as i have a lot to still learn about things you may know about that i do not, but i honestly think i have been faced with pretty much every model error that tool can throw out at me. hmmm i bet tool hits me with a new error that will just kill me for saying this lol.

anyway hopefully you guys either got it fixed or at least someone else helped with it.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 19, 2012 01:57 AM    Msg. 12 of 40       
Nobody has helped with it, he sent me the map back to see if I could get it fixed, but I can't... Any idea's on how to fix it?

E: If you can fix it PM me and I'll send you the .max
Edited by tylerp14 on Mar 19, 2012 at 01:58 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 22, 2012 05:45 AM    Msg. 13 of 40       
just noticed your post here, yeah i got the max file, fixed what i found wrong.
if there are any other problems with it just shoot me a pm man.


Wolf_
Joined: May 16, 2006


Posted: Mar 22, 2012 07:24 AM    Msg. 14 of 40       
In case he didn't fix it..Which I very much believe he did..Because I found the error in like 3 seconds...here are some pictures how to solve..also for future reference:

To start off.. Always check every thing around the orange error. Move verts and faces around etc.



Select the faces and delete




Re create the faces..correctly this time




And you're done.(Click to see full size.)


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 22, 2012 04:31 PM    Msg. 15 of 40       
yeah that's pretty much where i found 3 degens.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 27, 2012 02:45 PM    Msg. 16 of 40       
i dont think you people understand, thats EXACTLY what i did, and i did it multiple times. Nothing fixed it, even after ally did his debugging


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 27, 2012 03:52 PM    Msg. 17 of 40       
are you telling me this isn't fixed?
if there are still errors showing up, then ask tyler to re-read the pm i sent when i returned the model file. i asked that he test it through tool to let me know if things were okay, as i saw 2 other parts in the geometry that i was a little concerned about. these areas were not showing up as problems when the wrl file was imported.
Edited by ally on Mar 27, 2012 at 03:53 PM


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 27, 2012 08:26 PM    Msg. 18 of 40       
It is still bad, yes. Same problems...


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 27, 2012 10:11 PM    Msg. 19 of 40       
okay, now are they in the exact same place or somewhere else?
i will be very shocked if they are in the same place.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 27, 2012 11:33 PM    Msg. 20 of 40       
What version of max are you using and what exporter are you using?


Wolf_
Joined: May 16, 2006


Posted: Mar 28, 2012 06:45 AM    Msg. 21 of 40       
Sending you the fixed version. And it works. Oh and I guess I forgot to mention in my post with the pictures.. Repeat on each tower. :)


Edit: You will have to re uvw the textures.. I removed the materials and textures so it would be easier to export. Either that or you just look at what I fixed, and then do the same on your own model.
Edited by Wolf_ on Mar 28, 2012 at 06:49 AM


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 28, 2012 04:48 PM    Msg. 22 of 40       
File not found...Can you re-upload it?

@Manaic I'm using 3ds Max 2010 and Ghost's Exporter.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 28, 2012 07:17 PM    Msg. 23 of 40       
The problem was in the EXACT same place, and all issues still remained.

Also, your comment about triangles wolf. you dont HAVE to model in triangles. Tris or Quads work fine. And the issue was emminating from only ONE of the towers, i couldnt figure it out and apparently neither could you.

Not trying to sound mean, but you were being a bit too critisizing of something i've done many times without issue.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 28, 2012 09:05 PM    Msg. 24 of 40       
as i had said before i delete the files i'm given after i fix a model that doesn't belong to me.
so i can't do anything now as it is off my pc, i should have recorded a video of the model being fixed and showing that it was fixed, then that video would have shown that the problems simply could not be still in the exact same place. there were 3 degenerate triangles.
how i fixed it...
open model, import wrl file, clicked on select by name and click on the first error then i hit Z, this zooms in on the error i have selected and showed me the problem poly.
i click on poly tool, i scroll over the area with the error, this selects the problem poly, i hit delete.
1 or 2 of these errors were basically lines down the edge of a poly, which to me is bad triangulation, so i delete the polys left and right of this and recreate them polys to fill the gap properly.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 28, 2012 09:40 PM    Msg. 25 of 40       
Quote: --- Original message by: tylerp14


@Manaic I'm using 3ds Max 2010 and Ghost's Exporter.


There are problems with using some eversions of max and/or some exporters.
Some people with the wrong combo can not even export a simple box geometry without getting open edges on all edges.
I would bet that is the case here too.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 29, 2012 03:14 AM    Msg. 26 of 40       
hmmm...


Wolf_
Joined: May 16, 2006


Posted: Mar 29, 2012 06:18 AM    Msg. 27 of 40       
Funny how I managed to get it through tool. And I have probably done this longer than you. So I do know what I am talking about. And I am not saying that to be mean.
Edited by Wolf_ on Mar 29, 2012 at 06:32 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 29, 2012 10:17 AM    Msg. 28 of 40       
I think you are talking to me, dont worry Wolf, i know you are one of the good guys around here.
Either he is just doing something very wrong or he is missing a step.
What max version and exporter are you using Wolf?


Wolf_
Joined: May 16, 2006


Posted: Mar 29, 2012 10:29 AM    Msg. 29 of 40       
3ds max 2010 and bluestreak jms exporter.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 29, 2012 11:02 AM    Msg. 30 of 40       
Then you are more than likely correct and he is making some manual error.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 29, 2012 02:01 PM    Msg. 31 of 40       
Man this is gonna SUCK doing all these UVs again...Everything is metal lol... Hey Wolf do you think you could do that for me and send it back? I'll do the base UVs but can you atleast do the Cliffs/Grass for me? The grass have a smaller UVW edit to them, and the Cliffs are bigger UVWs.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 29, 2012 04:52 PM    Msg. 32 of 40       
...oooooooooooor you can give me 5 seconds to redo them

Also wolf, thanks for fixing the model, but i was being serious at what i was saying. I did EXACTLY as you said previously, multiple times.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Mar 29, 2012 11:58 PM    Msg. 33 of 40       
Good news: it shows 3 open edges, bad news: idk how to fix these lol...
Edited by tylerp14 on Mar 30, 2012 at 12:14 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 30, 2012 03:24 AM    Msg. 34 of 40       
covert the model to editable poly, make sure wireframe is on, click on the border tool, scroll over the model. go to the the red lines they will be shown around the outer edges of the open edge.
fill the open area with polys, or just cap or weld verts etc.
convert back to editable mesh continue your map.


Wolf_
Joined: May 16, 2006


Posted: Mar 30, 2012 07:39 AM    Msg. 35 of 40       
Oh yeah I might have missed something while fixing the textured version(Rushed it sort of)... The un-textured one still works though.

 
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