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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Major error!! edge's #9085 #9087 are open (red)!!!!!!!!

Author Topic: Major error!! edge's #9085 #9087 are open (red)!!!!!!!! (6 messages, Page 1 of 1)
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Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: May 25, 2014 12:21 PM    Msg. 1 of 6       
### ERROR edge #9085 is open (red).
### ERROR edge #9087 is open (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.

Some where on my map there are 2 open edges(red)! How do i find them?


MEGA_VKNG
Joined: Dec 23, 2013


Posted: May 25, 2014 12:24 PM    Msg. 2 of 6       
wrl.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: May 25, 2014 12:42 PM    Msg. 3 of 6       
Quote: --- Original message by: MEGASEAN2812
wrl.


If you aren't going to elaborate and actually be helpful, then don't post. You didn't realize that a 3-letter response was neither helpful, nor impressive to anyone?

As for the error: which version of max are you using? Some newer versions don't support importing wrl's. Basically, when you export a map and tool finds errors during compilation, it spits out a .wrl file in your Halo CE root directory. You can then import it to your 3ds scene (make sure to only check off the box that says something like "import geometry," you don't want the import to change anything in your scene).

Then it's as simple as selecting and finding all the pieces that were imported - which will be in the same place as your open edges.

Alternatively, if you can't import wrl's, or you just want to avoid open edges in the future, convert your model to editable poly and use border selection (press 3) to see where your model ends (aka open edges).


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 25, 2014 12:59 PM    Msg. 4 of 6       
weld all verticies at a value of 0.01


Mike Cyborg
Joined: Nov 7, 2013

YOU!


Posted: May 25, 2014 03:41 PM    Msg. 5 of 6       
Click on the [+] in the top right of the view, go to xview and click on open edges.

Now you can see where the open edges are!


Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: May 25, 2014 04:43 PM    Msg. 6 of 6       
I fixed it. Seems like i accidently created a face in the wrong way messing up the normals.

 

 
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