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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Taking a .bsp (mesh), edited it (as .obj) and how converting it back?

Author Topic: Taking a .bsp (mesh), edited it (as .obj) and how converting it back? (9 messages, Page 1 of 1)
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DevinXXL
Joined: Oct 27, 2010


Posted: May 11, 2012 12:47 PM    Msg. 1 of 9       
Hi! I started Halo CE modding yesterday and I've got a little question...
Because for the first day, creating a whole map is way too complicated, I tried editing a map.
I converted a model_structure_bsp to a .obj, imported it to 3ds max, edited it and reexported it. Now I want it back in the map, but it's still .obj. Can I convert it back to .bsp? Do I have to create a new map for it? How do I do it?

Thanks


EliteHunter
Joined: May 6, 2012

I'm aiming to an idiot.


Posted: May 12, 2012 08:40 PM    Msg. 2 of 9       
No, just save it as .3ds, export as .jms and then run tool


DevinXXL
Joined: Oct 27, 2010


Posted: May 13, 2012 02:01 PM    Msg. 3 of 9       
Thanks, but both didn't work.
I got the following error in tool.exe:
building intermediate geometry...
EAX: 0x00000000
EBX: 0x014B6A01
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x0018F298
ESI: 0x00000000
EBP: 0x0018F170
ESP: 0x0018F160
EIP: 0x76F60C22, 83 C4 04 C2 ?????
EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 &&
triangle->material_index<old_material_count


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 13, 2012 02:32 PM    Msg. 4 of 9       
hi,
it might be your material numbers you've set are not correct, you may have to reapply your multi/sub objects. but do look for incorrectly applied textures.

what are you using gmax, 3ds max or something else as your modeling program?
and what are you using to export the model?
Edited by ally on May 13, 2012 at 02:33 PM


DevinXXL
Joined: Oct 27, 2010


Posted: May 14, 2012 10:31 AM    Msg. 5 of 9       
I'm using 3ds max 2012.
I imported the .obj, but it didn't have a multi/sub object, just some standard objects.
Textures were wrongly mapped, now I have to learn how to map from spline.
I'm using the JMS exporter script.

//Still doesn't work ;)


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 14, 2012 11:35 AM    Msg. 6 of 9       
why would you have to learn how to map/model using the spline tool,
to fix materials?
anyway if you want to learn to model using the spline tool...
http://www.youtube.com/watch?v=9qmsHEPq7VI
Edited by ally on May 14, 2012 at 11:38 AM


DevinXXL
Joined: Oct 27, 2010


Posted: May 14, 2012 01:15 PM    Msg. 7 of 9       
Thanks, but that's not my problem! It's still the problem in my post above.

Thanks :D


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 14, 2012 09:24 PM    Msg. 8 of 9       
You need to use multi materials ( i think this is true of any exporter other than blitzkrieg)
and/or
There are polys that have no material id# and are therefore untextured.


DevinXXL
Joined: Oct 27, 2010


Posted: May 16, 2012 01:10 PM    Msg. 9 of 9       
Thanks, but there aren't any polys without id and also it does import all materials as standard instead of one multi/sub, the coordinates are gone too. Fixing the materials with a script doesn't even help in any way :(

 

 
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