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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »strange tool error

Author Topic: strange tool error (11 messages, Page 1 of 1)
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Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Oct 9, 2014 04:15 AM    Msg. 1 of 11       
so Ive been trying to structure the final BSP for guardian forest, but tool keeps giving me this error, I know that there are no geometry errors with this map, I also know that the poly count is good, so can anyone explain what this means:



DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 9, 2014 04:17 AM    Msg. 2 of 11       
Quote: --- Original message by: Jobalisk
so Ive been trying to structure the final BSP for guardian forest, but tool keeps giving me this error, I know that there are no geometry errors with this map, I also know that the poly count is good, so can anyone explain what this means:

http://i.imgur.com/6Z880Mb.jpg
that;s a odd one but as im new to map making I don't no sorry


altis94
Joined: Oct 5, 2012

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


Posted: Oct 9, 2014 04:20 AM    Msg. 3 of 11       
Some triangle(s) have wrong material ID.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Oct 9, 2014 10:09 AM    Msg. 4 of 11       
Quote: --- Original message by: altis94
Some triangle(s) have wrong material ID.

420 blaze it

This might help when lookign for the triangles wich have the wrong material.

This lists all the materials applied to your model.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Oct 9, 2014 02:15 PM    Msg. 5 of 11       
thanks, I believe I've worked out what went wrong, hopefully...


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 10, 2014 12:58 AM    Msg. 6 of 11       
it could also mean that some objects don't have a material on them if you're exporting them as separate objects.


not giraffe
Joined: Jul 17, 2014


Posted: Oct 10, 2014 01:11 AM    Msg. 7 of 11       
It could also mean you are exporting with Bluestreak and you don't have the materials within a Multi/Sub-Object container.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Oct 10, 2014 01:19 AM    Msg. 8 of 11       
it can also mean that you have an area you haven't used the UVW_map option on yet
(like if you use the sewing tool to manually create faces)
Edited by OrangeJuice on Oct 10, 2014 at 01:20 AM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Oct 10, 2014 04:51 PM    Msg. 9 of 11       
The Problem:
The bsp you're exporting has multiple materials applied to it which aren't part of teh same multimaterial.


The Fix:
Basically to fix this, you throw THE SAME multimaterial on EVERYTHING in the scene. It has to be the same material for everything for reasons I will explain below. This material should be a multimaterial so you can add sub-materials to it.

You can create a multi-material and then throw the materials you are using into each of it's sub-materials, then throw it on the model. You then select which sub-material in the multimaterial the triangles you have selected should use(look at Maiku3's picture to see where this list is). The easiest way to do this is to start out by selecting ALL the triangles in the model and setting them to use the most common sub-material in your model(like dirt or something) and then setting the rest by hand(can take a while).


The Reason Why:
The way Tool knows which material goes to which triangle is by using a list of all the materials that the model uses, with a number(index) to identify each material by. Each triangle is then assigned one of those index's to show which material it uses.

Bluestreak and Blitzkrieg build this list of materials from a multimaterial that's applied to the model you are trying to export. If there are multiple materials applied to one model then it doesn't know how to handle this. That's why you have to use a multimaterial, because it lets you apply multiple materials to the same model.
Edited by MosesofEgypt on Oct 10, 2014 at 04:55 PM


not giraffe
Joined: Jul 17, 2014


Posted: Oct 10, 2014 07:40 PM    Msg. 10 of 11       
Quote: --- Original message by: MosesofEgypt
The Fix:
Basically to fix this, you throw THE SAME multimaterial on EVERYTHING in the scene. It has to be the same material for everything for reasons I will explain below. This material should be a multimaterial so you can add sub-materials to it.

A scene is not restricted to a single Multi/Sub-Object material container. You can have as many as needed, but each model in the scene can only have one Multi/Sub-Object applied to it.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Oct 10, 2014 08:04 PM    Msg. 11 of 11       
Quote: --- Original message by: raffgie
Quote: --- Original message by: MosesofEgypt
The Fix:
Basically to fix this, you throw THE SAME multimaterial on EVERYTHING in the scene. It has to be the same material for everything for reasons I will explain below. This material should be a multimaterial so you can add sub-materials to it.

A scene is not restricted to a single Multi/Sub-Object material container. You can have as many as needed, but each model in the scene can only have one Multi/Sub-Object applied to it.


I don't want to confuse him by throwing more details in there than is necessary to understand what needs to be done for his level. You're right, but it's best to do it the way i described for levels just to make sure you don't end up with the exact issue he's encountering.

 

 
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