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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »FIXING peoples ERRORS and STUFF----- download links

Author Topic: FIXING peoples ERRORS and STUFF----- download links (10 messages, Page 1 of 1)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 20, 2012 12:02 PM    Msg. 1 of 10       
Removed.
Edited by Super Flanker on Apr 10, 2016 at 01:52 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 20, 2012 03:11 PM    Msg. 2 of 10       
you had gbx models of mc and a warthog in the scene, they need deleted,
also you had no frame to attach the bsp model to.

on the bsp model you have a cirular shaped center structure the roof of that structure needed fixed as
a certain part needed dragged up/extruded before it was sealed.the center of that structure where you have points is not sealed in many places.

to find and fix them
=========================

select the bsp model and convert to editable poly, press F4 to show wireframe on the bsp,
click on the border tool and now just scroll over the whole map/bsp.
this will show all the errors as red lines in the places where the parts aren't sealed.

select vertex tool and scroll over the map/bsp click the weld tool, type in the box 0 0.1 hit apply and okay.
convert to editable poly again, hit border tool, scroll over the model, if the red lines are gone try to run tool commands.
if any red lines still persist you need to delete polygons in the surrounding area then replace and fix the geometry.

for example:
jpg

edit: sorry low res but it show all that was needed really.
Edited by ally on Oct 20, 2012 at 03:14 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 20, 2012 03:22 PM    Msg. 3 of 10       
okay, i've never had anything in the scene like that, so wasn't sure if it would cause any problems.

edit: okay has anyone told you there are ways to model thing's without going mad with lots of polygons?



that's way more polygons than this part needs, there are with all the extra polygons which you have that aren't needed, this model is at 12,115 polygons.

i reckon once cleaned up it would be less than half that number.
Edited by ally on Oct 20, 2012 at 05:43 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 20, 2012 07:43 PM    Msg. 4 of 10       
yeah i just wouldn't normally leave them in the scene when i'm running the tool commands.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 21, 2012 12:53 AM    Msg. 5 of 10       
true, anyway i decided to just fix it up so check your pm op the link is there.

how to describe what needed fixed?
you had a few degenerate triangles, open edge errors and overlapping surfaces also the tesselate was used way too much where it wasn't needed oh and you had no frame to link the bsp/map to. :)

errors fixed and i had it in sapien so all's good with it, ive only uploaded the fixed max file and the bitmap which i just threw on it to test after the errors were gone. i didn't see the point in sending the tags folder aswell as you could maybe do with the practice of getting it into sapien by yourself.

happy texturing and goodluck.

edit: had a look at some of your you tube videos, very funny man.
http://www.youtube.com/watch?v=H4CaEqH4x_8&feature=plcp
Edited by ally on Oct 21, 2012 at 12:56 AM

also how could i forget... the model is down from 12,155 polygons to around 3,800ish
Edited by ally on Oct 21, 2012 at 01:07 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 22, 2012 05:02 AM    Msg. 6 of 10       
Removed.
Edited by Super Flanker on Apr 10, 2016 at 01:51 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 22, 2012 06:39 AM    Msg. 7 of 10       
Removed.
Edited by Super Flanker on Apr 10, 2016 at 01:51 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Oct 22, 2012 04:11 PM    Msg. 8 of 10       
Quote: --- Original message by: Spartan032
Wow i didn't really knew it takes a thousand of polies to create some forerunner structure parts :o
and i see a lot of open edges D: please optimize the model and fix those open edged problems.


the majority of it was all optimized check the part that says from 12,115 down to around 3,800ish, and all the errors are fixed so no open edges, degens etc remain.
there could be a little more optimizing done to save around another 1000 or slightly more polygons, but hey it's just a matter of weld verts or reduce polygons in an area.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Oct 22, 2012 08:16 PM    Msg. 9 of 10       
Nice one ally.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 25, 2012 08:16 AM    Msg. 10 of 10       
Removed.
Edited by Super Flanker on Apr 10, 2016 at 01:51 PM

 

 
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