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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »BSP Building Error

Author Topic: BSP Building Error (9 messages, Page 1 of 1)
Moderators: Dennis

Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 17, 2013 10:59 PM    Msg. 1 of 9       
How do you find degenerate triangles for a BSP model? I've tried importing the WRL, but that just creates geometry that's color coded, but there's no way to find the color I usually need in order to fix the errors.

Also, Tool says I have a ton of open edges on my map model, but STL check doesn't report anything, and the objects created by the WRL don't seem to be in an area where there are errors.
Edited by Jesse on Sep 17, 2013 at 11:10 PM


YesUar
Joined: Aug 12, 2013

Shhhhh !!!


Posted: Sep 17, 2013 11:33 PM    Msg. 2 of 9       
Take a snapshot and post the pic here.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Sep 17, 2013 11:52 PM    Msg. 3 of 9       
### ERROR edge #16830 is open (red).
### ERROR edge #16831 is open (red).
### ERROR edge #16832 is open (red).
### ERROR edge #16834 is open (red).
### ERROR edge #16844 is open (red).
### ERROR edge #16848 is open (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.
(there are dozens)

Yet there is nothing wrong in 3ds max (2014)


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 18, 2013 01:12 AM    Msg. 4 of 9       
Try welding all verts at a value of 0.01


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Sep 18, 2013 02:09 AM    Msg. 5 of 9       
glass or grates?


YesUar
Joined: Aug 12, 2013

Shhhhh !!!


Posted: Sep 18, 2013 03:40 AM    Msg. 6 of 9       
Quote: --- Original message by: Jesse
### ERROR edge #16830 is open (red).
### ERROR edge #16831 is open (red).
### ERROR edge #16832 is open (red).
### ERROR edge #16834 is open (red).
### ERROR edge #16844 is open (red).
### ERROR edge #16848 is open (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.
(there are dozens)

Yet there is nothing wrong in 3ds max (2014)



post a pic of the .wrl results/ what you see in 3DS


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Sep 18, 2013 04:35 AM    Msg. 7 of 9       
STL Check doesn't look at the geometry the same way that the checks are in place in tool.

Also it is very possible that If your using the JMS exporter "I haven't messed with halo in awhile" that it's making mistakes, I found the newer the software you use to create with and export the more unstable the "community exporters became".



If you can import wrl, select wrl lines or triangles whatever you have, right click toggle hide unselected, with wrl info still selected in 3ds max hit zoom extents, bottom right corner of 3ds max looks like a cube, this will set you exactly to the 3d position of your errors, then right click unhide all. If this worked properly assuming the exporter made no mistakes you should be were the errors are on your mesh, check the faces and vertices in that location If you move any vertices and a hole appears that's a error.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Sep 18, 2013 11:32 AM    Msg. 8 of 9       
Jesse add me on xfire if you're still having this problem.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Sep 20, 2013 08:40 AM    Msg. 9 of 9       
^^^ Or alternatively (doing the same thing but easier.)

-Go into edge view, as an editable mesh, then select "Select Open Edges".

-Hit "Z" (if your in 3DS) or "E" (in Gmax).

... And you will be zoomed straight into the open edges.

 

 
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