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 »Arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrg!!! corrupt again!

Author Topic: Arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrg!!! corrupt again! (15 messages, Page 1 of 1)
Moderators: Dennis

Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: Jun 1, 2014 03:18 PM    Msg. 1 of 15       
I ran this map through tool structure bsp yesterday without problems, but I wasnt satisfied with uvw textures so I went back in 3ds max and fixed that but now tool is screaming with open edge errors.

### ERROR edge #9087 is open (red). and 8 more

So i went back to the old save and I ran that through tool again without fixing the uvw texture, but i still got the same error. I was like WTF!? I checked it with stl check and it said no error. Border check with edit poly also didnt help. So I imported the wrl but I dont understand it. I dont what the 3 white stripes mean.



I have no idea whats wrong. My map looks fine to me and I got it into sapien before.

Edit: I made this map a long time ago and I wanted to modify it, but I lost the model so I used bsp converter 2.5 to import this map back into 3ds max again. But I dont think that is the problem cause it worked for me yesterday.
Edited by Reegar Carbine on Jun 1, 2014 at 03:25 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Jun 1, 2014 03:19 PM    Msg. 2 of 15       
Uncheck all 3 thingies when you import wrl.


Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: Jun 1, 2014 03:32 PM    Msg. 3 of 15       
Quote: --- Original message by: altis94
Uncheck all 3 thingies when you import wrl.






This should be it.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jun 1, 2014 03:43 PM    Msg. 4 of 15       
Alternatively you could convert to editable poly and use the border select, and either collapse, weld or cap those areas. Be sure to convert back to mesh when exporting though, exporters hate poly


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 1, 2014 03:45 PM    Msg. 5 of 15       
Mhmm this seems to have a lot of polygons, I doubt it will work in Halo


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Jun 1, 2014 03:46 PM    Msg. 6 of 15       


Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: Jun 1, 2014 05:49 PM    Msg. 7 of 15       
Quote: --- Original message by: R93_Sniper
Alternatively you could convert to editable poly and use the border select, and either collapse, weld or cap those areas. Be sure to convert back to mesh when exporting though, exporters hate poly


Thanks. Collapsing the edges worked.
But now when i try to run lightmaps tool again doesnt like it.



Tool is realy frustrating.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 1, 2014 06:07 PM    Msg. 8 of 15       
import debug.wrl and look for the blue faces.
re-uvw those parts.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 1, 2014 06:36 PM    Msg. 9 of 15       
degen or bad uvs, it could be either.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Jun 1, 2014 06:38 PM    Msg. 10 of 15       
You guys are speaking chinese, poor guy.


Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: Jun 1, 2014 06:59 PM    Msg. 11 of 15       
Quote: --- Original message by: Mootjuh
Looks like he needs to retriangulate those parts instead of UVing.


I know how to uvw map, but how do I retriangulate? I wil try both.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 2, 2014 07:26 AM    Msg. 12 of 15       
To triangulate stuff I just convert my model to editable path and then back to editable poly.

For that particular lightmap error, import the debug.wrl and fix the errors that it shows. You have degenerate triangles that need to be fixed.


Reegar Carbine
Joined: May 25, 2014

Idk???


Posted: Jun 2, 2014 03:19 PM    Msg. 13 of 15       
Nvm fixed :)
Edited by Reegar Carbine on Jun 2, 2014 at 04:35 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 4, 2014 04:15 PM    Msg. 14 of 15       
Quote: --- Original message by: Mootjuh
Errors like what? I've never experienced anything wrong. Polygons have a solid triangulation so doing editable patch or connecting in edit poly will gave the same result in terms of how stuff is triangulated.


Upload your bsp in OBJ form, so I or someone else can fix it.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 5, 2014 11:24 AM    Msg. 15 of 15       
Sorry, I was quoting your post, because it was good advice :D

My comment was in response to the dude who is having the problems.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 6:33 PM 125 ms.
A Halo Maps Website