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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Issue with map walls

Author Topic: Issue with map walls (9 messages, Page 1 of 1)
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jawa
Joined: Jun 26, 2011

Utinni!


Posted: May 9, 2012 11:38 AM    Msg. 1 of 9       
I just got map in game in a very early stage. Right now every thing has a white texture and a single shader. The problem is certain faces are disappearing when I look at them from a distance. Any one know how to fix this.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 9, 2012 01:53 PM    Msg. 2 of 9       
not 100% sure as i have never had this problem, but if your map has a big poly count,
did you add portals?

or are there any flipped faces on the model?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 9, 2012 02:34 PM    Msg. 3 of 9       
how far away do you need to be to make the faces disappear?
is it random faces or is it a certain distance and everything disappears?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 9, 2012 02:49 PM    Msg. 4 of 9       
lol maniac i love the avatar quote :)


jawa
Joined: Jun 26, 2011

Utinni!


Posted: May 10, 2012 10:29 AM    Msg. 5 of 9       
@ally I have not added portals yet. I don't believe there are any flipped faces.

@maniac The distance at which they disappear seems to be different for each face. Also the faces that disappear are constant. It is always the same faces.

I'll have to try adding portals.


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: May 10, 2012 11:27 AM    Msg. 6 of 9       
how big is the map?


jawa
Joined: Jun 26, 2011

Utinni!


Posted: May 11, 2012 10:12 AM    Msg. 7 of 9       
I think it is about the size of blood gulch.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 11, 2012 10:14 AM    Msg. 8 of 9       
Did you get any warnings when you structured the .jms with tool?


jawa
Joined: Jun 26, 2011

Utinni!


Posted: May 11, 2012 01:47 PM    Msg. 9 of 9       
Yes, there are degenerate triangles (only 4), z buffered triangles, and coplanar surfaces. I think the coplanar surfaces are only because I have a lot of separate model that intersect (buildings and the ground), and I don't think 4 degenerate triangles could cause problems all over the map. I am not sure what z bufferd triangles are.

 

 
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