
Banshee64
Joined: Dec 4, 2012
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Posted: Apr 6, 2013 04:14 PM
Msg. 1 of 10
The edges of this obj file I'm trying to import think they should import as faces. I can't delete the faces because the vertices disappear. The vertices are not split but the edges are. How do I collapse the edges and cap the model? Edited by Banshee64 on Apr 6, 2013 at 04:15 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 05:36 PM
Msg. 2 of 10
I'm not sure what the issues is what are you trying to do what do you mean by collapse the edges and cap the model?
You don't need to be in any mode to import an .obj file
The vertices are not split but the edges are.
not sure what you mean by that. I don't rely understand your question at all.
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Banshee64
Joined: Dec 4, 2012
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Posted: Apr 6, 2013 06:28 PM
Msg. 3 of 10
"The edges themselves are faces, I think they're faces with 2 points and 2 edges which is impossible, but that's what 3ds max is telling me. How do I fix this?" There's a better interpretation of my post. If I try to create all the faces my self and export, I get open edge errors that shouldn't exist. Is there a way to select an edge by the index number of the edge?
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 06:45 PM
Msg. 4 of 10
1.edges themselves are Not faces! 2.Try right clicking on your model and making it editable mesh then try and export. 3 don't have any thing selected when you do that^ 4 get out of edit poly and switch to edit mesh. 5 get out of edge selection mode. 6.turn off wire frame mode. F3 if your going to post pictures. 7. on another note I'm not sure where your model came from but it look's no where near ready to export. to a .JMS file to compile to a .gbxmodel but I cant see much in your picture. You would be better off importing a .gbxmodel that's already being used for what ever it is your trying to do that I'm not sure of!
If you could tell me what it is your trying to do maybe I could help more? Edited by jackrabbit on Apr 6, 2013 at 06:52 PM
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Banshee64
Joined: Dec 4, 2012
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Posted: Apr 6, 2013 07:04 PM
Msg. 5 of 10
Quote: --- Original message by: jackrabbit
1.edges themselves are Not faces! 2.Try right clicking on your model and making it editable mesh then try and export. 3 don't have any thing selected when you do that^ 4 get out of edit poly and switch to edit mesh. 5 get out of edge selection mode. 6.turn off wire frame mode. F3 if your going to post pictures. 7. on another note I'm not sure where your model came from but it look's no where near ready to export. to a .JMS file to compile to a .gbxmodel but I cant see much in your picture. You would be better off importing a .gbxmodel that's already being used for what ever it is your trying to do that I'm not sure of!
If you could tell me what it is your trying to do maybe I could help more? Edited by jackrabbit on Apr 6, 2013 at 06:52 PM 1. Not in this case. 2. I've tried that. 3. I've tried that. 4. I've tried that. 5. I've tried that. 6. If I turn off wireframe, there is nothing viewable in the viewport 7. This is one of the regions for a warthog collision model imported from Halo 2. I can provide a jms or a 3ds or an obj or a max if you'd like to have a look for yourself. Please nothing on how it'd be easier to just use the CE collision model, The model this collision is for has different regions and I want the halo 2 collision anyway. Edited by Banshee64 on Apr 6, 2013 at 07:05 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 07:47 PM
Msg. 6 of 10
Okay I understand what it is now. Can you tell me what your trying to do?
what you are viewing in wireframe is halo 2 collision when you hit f3 and turn it off there is nothing there because its only a collision model its totally useless to try and use it in CE the collision works totally different.
If you want new collision for the halo2 warthog your going to have to make it from the working warthog model.
You could make a shape the same shape as your wire frame and use that. I have experienced this before there is no way to fix the fact that the .obj file is missing verts. and you have faces there that cant be connected. what you have is probly not even the full collision model.
It's because of the way it was riped. Not well enough to be useable with out a lot of work.
You would basicly have to remake the hole object. That is not even a full halo 2 collision model and even if it was Halo CE does not use halo 2 collision models directly. Edited by jackrabbit on Apr 6, 2013 at 07:55 PM
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Banshee64
Joined: Dec 4, 2012
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Posted: Apr 6, 2013 07:55 PM
Msg. 7 of 10
Quote: --- Original message by: jackrabbit
Okay I understand what it is now. Can you tell me what your trying to do?
what you are viewing in wireframe is halo 2 collision when you hit f3 and turn it off there is nothing there because its only a collision model its totally useless to try and use it in CE the collision works totally different.
If you want new collision for the halo2 warthog your going to have to make it from the working warthog model.
You could make a shape the same shape as your wire frame and use that. I have experienced this before there is no way to fix the fact that the .obj file is missing verts. and you have faces there that cant be connected. what you have is probly not even the full collision model.
It's because of the way it was riped. Not well enough to be useable with out a lot of work.
You would basicly have to remake the hole object. Edited by jackrabbit on Apr 6, 2013 at 07:50 PM Actually, CE's collision very much works the same way. I wrote a collision-geometry importer and the only data in the collision file were edges in a 3 bit array. Therefor the imported model would be exactly the same. Well, I get open edge problems in tool even when I take only the vertices of the imported model and create faces from just that. There are still split edges (which is weird) but the faces are correct. the VRML debug file has no highlighted edges. What do you mean it's not a full model? This is just one of the regions and the other regions import fine. It's in 3ds max and it's simple enough so what's the geometric problems with getting it into CE? Edited by Banshee64 on Apr 6, 2013 at 07:57 PM
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 10:40 PM
Msg. 8 of 10
Have you gone to vert mode and clicked unhide all?
What's the difference in this one and the halo 2 warthog that's in CE? http://hce.halomaps.org/index.cfm?fid=4828 Edited by jackrabbit on Apr 6, 2013 at 10:42 PM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Apr 6, 2013 11:22 PM
Msg. 9 of 10
send it my way and I'll see if I can fix it, otherwise keep tabs on this thread as per usual.
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Banshee64
Joined: Dec 4, 2012
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Posted: Apr 7, 2013 01:44 AM
Msg. 10 of 10
Quote: --- Original message by: jackrabbit
Have you gone to vert mode and clicked unhide all?
What's the difference in this one and the halo 2 warthog that's in CE? http://hce.halomaps.org/index.cfm?fid=4828 Edited by jackrabbit on Apr 6, 2013 at 10:42 PM That one probably uses ce's collision model. Quote: --- Original message by: DSalimanderQuote: --- Original message by: Banshee64 This is one of the regions for a warthog collision model imported from Halo 2. Thought so. Exporting collision models out of Halo 2 yields an odd phenomena where the edges are polygons and the only way to view the model is if you turn on wireframe. (jackrabbit would probably object to this, but it's true.) The solution is as I said before, draw out the polygons by hand and detach as a new model. Collision data doesn't need UVWs and IDs are only needed to specify a surface's physics material. This same thing happens with BSP collision data, I find it somewhat useful to help me figure out where the skybox should be, but the model itself is completely illegal geometry. If we could have good collision models out of Halo 2, BSP porting would be much easier (among other things). So draw the polygons by hand or take the render model and modify it to meet your needs. Yes, I tried this and I get open edge errors that aren't apparent in the debug vrml file.
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