A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How was Chronopolis BSP made?

Author Topic: How was Chronopolis BSP made? (4 messages, Page 1 of 1)
Moderators: Dennis

ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jun 23, 2013 02:50 AM    Msg. 1 of 4       
when ever i try to extrude faces in my bsp it doesn't export


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jun 23, 2013 07:08 AM    Msg. 2 of 4       
I think Sali is trolling AND stupid,

but just make sure your extruded faces/buildings are within the sky. (If what I think is the problem, is the problem)

what is debug telling you?


ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jun 23, 2013 07:56 AM    Msg. 3 of 4       
Quote: --- Original message by: hobbet360
I think Sali is trolling AND stupid,

but just make sure your extruded faces/buildings are within the sky. (If what I think is the problem, is the problem)

what is debug telling you?


all i know is my skybox is 1000 by 1000 by 2500 (last ones hight) and what i do is extrude a face by 200 and it dosn't work when compiling


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 23, 2013 01:02 PM    Msg. 4 of 4       
If you get degenerate triangle errors when there clearly are none, you need to at least give untextured parts of your map clean UVW mapping

e..: select all of your untextured land and give it "UVW mapping" and just hit "box" and convert to mesh, that would solve degenerate errors
Edited by OrangeJuice on Jun 23, 2013 at 01:10 PM

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 2:45 PM 141 ms.
A Halo Maps Website