
ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Sep 4, 2012 05:01 AM
Msg. 1 of 12
surely you just need to add for example #, to the end of the mat id and make that part of the model render without causing errors. then just link everything to your frame?
quote: Simple yes/no question: can you have a floating one-sided plane within the structure? aye sure it wouldn't be any different than having a decal in there as far as i can see.
edit: i see you online there mookz, is this not what you ment?
Edited by ally on Sep 4, 2012 at 05:31 AM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Sep 4, 2012 03:37 PM
Msg. 2 of 12
if you want to keep the model as it is now, just add the 2-sided properties (% <- this symbol at the end of the material names) to every material that is going to have collision in your map, and it will compile without errors
I've done it before and it works
and just to let you know, you don't need the giant cube to render the sky... even a single sealed shape (with any size and anywhere you want) with the +sky material applied to it will render the sky Edited by ChBgt909 on Sep 4, 2012 at 03:39 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 4, 2012 06:56 PM
Msg. 3 of 12
2 sided properties will double the triangle count. Yes you can have a floating piece of geometry. Like ally said, you just need the objects to obey sealed world rules (if you dont know what that means then study the tutorials again) Link both objects to a frame or link one object to the other then link that to frame.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 4, 2012 07:40 PM
Msg. 4 of 12
^Open edge on each separate model. Of course floating geometry is fine as long as each separate piece is closed. For example, the cube skybox itself must be closed, whereas the floating geometry inside the skybox must also have no open edges. It doesn't mean that you can't have space between the cube-skybox and the floageo.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 4, 2012 08:18 PM
Msg. 5 of 12
make it a very thin box
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 4, 2012 09:13 PM
Msg. 6 of 12
for a simple box yes. but if you have an object that is more complex then it is a better method to just seal the open part, with as few triangles as possible.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Sep 12, 2012 01:14 AM
Msg. 7 of 12
Quote: --- Original message by: t3h m00kzbetween work and my social life, I've not had a chance to install Max and relearn the workflow of getting a map working. I have, however, seemed to have confused some users about what my question is, and what I'm trying to accomplish. This image is a simplified version of my question. It should be a simple yes/no. http://s12.postimage.org/3rn2uo9x9/openedgeerrors.png yes, it will give errors to the one-sided plane,you got these options: 1.- remove the sky box (inverted box) and seal the bottom of the map (one-sided plane) with invisible geometry, you can actually use the +sky material to seal it, it'll be invisible in game but it will seal the bsp and thus no open edges
2.- give to that one-sided plane a 2-sided material, that would double the amount of polies but it'll do the job (note that you dont need the sky box to be that big nor to have it's faces inverted, even a 1x1x1 sized box with +sky material applied to it will render the sky in-gameDoes that answer you question? (pretty sure it does)Edited by ChBgt909 on Sep 12, 2012 at 01:19 AM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 12, 2012 08:01 AM
Msg. 8 of 12
Quote: --- Original message by: ChBgt909Quote: --- Original message by: t3h m00kzbetween work and my social life, I've not had a chance to install Max and relearn the workflow of getting a map working. I have, however, seemed to have confused some users about what my question is, and what I'm trying to accomplish. This image is a simplified version of my question. It should be a simple yes/no. http://s12.postimage.org/3rn2uo9x9/openedgeerrors.png yes, it will give errors to the one-sided plane,you got these options: 1.- remove the sky box (inverted box) and seal the bottom of the map (one-sided plane) with invisible geometry, you can actually use the +sky material to seal it, it'll be invisible in game but it will seal the bsp and thus no open edges
2.- give to that one-sided plane a 2-sided material, that would double the amount of polies but it'll do the job (note that you dont need the sky box to be that big nor to have it's faces inverted, even a 1x1x1 sized box with +sky material applied to it will render the sky in-gameDoes that answer you question? (pretty sure it does)Edited by ChBgt909 on Sep 12, 2012 at 01:19 AM Actually, if it was 1x1x1, then I believe it would cause errors. The floating geometry should be located INSIDE a skybox that is BIG enough to fit it, however note that the bigger it is, the more space you have to actually fall off the map to reach the very bottom of the skybox, unless ofcourse you create invisible playerclip material around your floating geometry (or if you actually want people to be able to fall off as a feature in your map, that's fine too).
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 12, 2012 01:50 PM
Msg. 9 of 12
I know what you're trying to ask, teh m00kz, and the answer is that it can't be done. Every object in the BSP must be sealed if it is going to be collideable, whether inside the skybox or not. The reason for this is that if there were open objects within a sealed world, it would still crash Halo as soon as something tries to collide with it.
Therefore, you cannot have an open plane inside or outside a closed skybox or object. It must also be sealed, as if it were a separate level put within.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 12, 2012 03:19 PM
Msg. 10 of 12
Quote: --- Original message by: t3h m00kzbetween work and my social life, I've not had a chance to install Max and relearn the workflow of getting a map working. I have, however, seemed to have confused some users about what my question is, and what I'm trying to accomplish. This image is a simplified version of my question. It should be a simple yes/no. http://s12.postimage.org/3rn2uo9x9/openedgeerrors.png Yes
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Sep 12, 2012 05:52 PM
Msg. 11 of 12
Quote: --- Original message by: MoooseGuy I know what you're trying to ask, teh m00kz, and the answer is that it can't be done. Every object in the BSP must be sealed if it is going to be collideable, whether inside the skybox or not. The reason for this is that if there were open objects within a sealed world, it would still crash Halo as soon as something tries to collide with it.
Therefore, you cannot have an open plane inside or outside a closed skybox or object. It must also be sealed, as if it were a separate level put within. ^Good explanation. In my opinion, it would be best to just make the separate geom scenery. Much simpler, and shouldn't take too long.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Sep 12, 2012 06:40 PM
Msg. 12 of 12
Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: ChBgt909Quote: --- Original message by: t3h m00kzbetween work and my social life, I've not had a chance to install Max and relearn the workflow of getting a map working. I have, however, seemed to have confused some users about what my question is, and what I'm trying to accomplish. This image is a simplified version of my question. It should be a simple yes/no. http://s12.postimage.org/3rn2uo9x9/openedgeerrors.png yes, it will give errors to the one-sided plane,you got these options: 1.- remove the sky box (inverted box) and seal the bottom of the map (one-sided plane) with invisible geometry, you can actually use the +sky material to seal it, it'll be invisible in game but it will seal the bsp and thus no open edges
2.- give to that one-sided plane a 2-sided material, that would double the amount of polies but it'll do the job (note that you dont need the sky box to be that big nor to have it's faces inverted, even a 1x1x1 sized box with +sky material applied to it will render the sky in-gameDoes that answer you question? (pretty sure it does)Edited by ChBgt909 on Sep 12, 2012 at 01:19 AM Actually, if it was 1x1x1, then I believe it would cause errors. The floating geometry should be located INSIDE a skybox that is BIG enough to fit it, however note that the bigger it is, the more space you have to actually fall off the map to reach the very bottom of the skybox, unless ofcourse you create invisible playerclip material around your floating geometry (or if you actually want people to be able to fall off as a feature in your map, that's fine too). huh, did you understand what i said? what i meant is that he can seal the bottom of the level geometry with the +sky material and he will have a sealed map AND a "floating" map OR use the 2-sided property on the bsp materials and that will seal the floating bsp geometry (but it'll double the polies) and make some random shape with the +sky material applied to it (making sure that random shape is sealed as well) and it's a fact that you don't need a giant box with inverted faces around the bsp as the sky ( i tested it myself before and it works) just one triangle with the +sky material applied is enough to render the sky ingame Edited by ChBgt909 on Sep 12, 2012 at 06:43 PM
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