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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Sapien Error: i cant see nothing

Author Topic: Sapien Error: i cant see nothing (15 messages, Page 1 of 1)
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Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Jul 11, 2015 08:30 AM    Msg. 1 of 15       
I have this problem when i open my map in sapien...

Could not teleport camera into starting bsp

anyone know the problem?
Thanks :)
Edited by Perla117 on Jul 11, 2015 at 08:31 AM
Edited by Perla117 on Jul 11, 2015 at 08:31 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 11, 2015 01:50 PM    Msg. 2 of 15       
Does your map have the 0.0.0 coords of 3ds max (center of the grid) inside your level ?


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Jul 13, 2015 06:02 PM    Msg. 3 of 15       
i have this when i compile the bsp... with STL check i have no error..

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure levels
\evolved evolved
Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
### ERROR found z buffered triangles (red).
### WARNING found nearly coplanar surfaces (red and green).
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
building subclusters...
building pvs... building pvs... building structure lens flares...done


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 14, 2015 07:22 AM    Msg. 4 of 15       
Z buffered triangles are triangles that intersects if I remember well. Import the wrl file rather than using stl check only

Oh and you didn't answer my question.
Edited by bourrin33 on Jul 14, 2015 at 07:26 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 14, 2015 08:01 AM    Msg. 5 of 15       
Quote: --- Original message by: bourrin33

Z buffered triangles are triangles that intersects if I remember well. Import the wrl file rather than using stl check only

Oh and you didn't answer my question.
Edited by bourrin33 on Jul 14, 2015 at 07:26 AM





Quote: --- Original message by: Official Halo PC Editing Resource

When compiling using Tool the following error message appears:
### ERROR found z buffered triangles (red).



This problem is typically caused by the overlapping or interpenetration of geometry or faces.

If not fixed, this error can lead to rendering or visual errors and anomalies for the offending faces.

Edited by Official Halo PC Editing Resource on Jul 14, 2015 at 07:56 AM



Edited by SS Flanker on Jul 14, 2015 at 08:01 AM


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 14, 2015 11:32 AM    Msg. 6 of 15       
And therefore, you can see everything.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jul 14, 2015 01:49 PM    Msg. 7 of 15       
Quote: --- Original message by: War Master V
And therefore, you can see everything.


you beat me to it :(


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 14, 2015 08:14 PM    Msg. 8 of 15       
Quote: --- Original message by: sparky
Halo does not like small or narrow triangles in its level geometry. If the player's foot will not be able to step on it, it is too small or narrow.

Put your two cents in your ass please


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 14, 2015 09:23 PM    Msg. 9 of 15       
Quote: --- Original message by: sparky
Halo does not like small or narrow triangles in its level geometry. If the player's foot will not be able to step on it, it is too small or narrow.


Not true, what it does not like is degenerate triangles. Wether your foot fits in the triangle or not plays no role. You can have non-degenerate triangles that are very small


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Jul 18, 2015 09:20 AM    Msg. 10 of 15       
please help me....

i have open the wrl file and i have correct the problem...
now, when i compile the map, i have no errors..

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure levels
\evolved evolved
Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done

structure bsp "levels\evolved\evolved"
BSP has 5688 nodes, 3053 leaves
6842 surfaces and 10844 vertices in 2 material groups
0 portals, 1 clusters

495Kb collision data (53Kb vertices, 173Kb edges, 46Kb surfaces)
693Kb render data (432Kb vertices, 148Kb surfaces,
81Kb nodes/leaves, 31Kb clusters)
0Kb pathfinding data
----------------------
1329Kb (without debug information)


when i open the scenario in sapien i have this:

could not import telecamera into starting bsp.

the cordinate in 3ds max are 0 0 0 and i have tried to write camera_control 0 in the console... but nothing
Edited by Perla117 on Jul 18, 2015 at 09:21 AM
Edited by Perla117 on Jul 18, 2015 at 09:23 AM


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Jul 18, 2015 10:34 AM    Msg. 11 of 15       
Quote: --- Original message by: Perla117

please help me....

i have open the wrl file and i have correct the problem...
now, when i compile the map, i have no errors..

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool structure levels
\evolved evolved
Couldn't read map file './toolbeta.map'
building intermediate geometry...
building collision geometry...
reducing collision geometry...
building collision bsp...
reducing collision bsp...
verifying collision geometry...
verifying collision bsp...
building portals...
building render geometry...
building subclusters...
building pvs... building pvs... building structure lens flares...done

structure bsp "levels\evolved\evolved"
BSP has 5688 nodes, 3053 leaves
6842 surfaces and 10844 vertices in 2 material groups
0 portals, 1 clusters

495Kb collision data (53Kb vertices, 173Kb edges, 46Kb surfaces)
693Kb render data (432Kb vertices, 148Kb surfaces,
81Kb nodes/leaves, 31Kb clusters)
0Kb pathfinding data
----------------------
1329Kb (without debug information)


when i open the scenario in sapien i have this:

could not import telecamera into starting bsp.

the cordinate in 3ds max are 0 0 0 and i have tried to write camera_control 0 in the console... but nothing
Edited by Perla117 on Jul 18, 2015 at 09:21 AM
Edited by Perla117 on Jul 18, 2015 at 09:23 AM



One question, maybe is stupid but, did you run radiosity? If every thing is black maybe thats the problem, or sapien closes?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 19, 2015 06:28 AM    Msg. 12 of 15       
Open up tool.

Type this

tool lightmaps levels\evolved\evolved evolved 0 0.1

Hit enter.

Wait for completion

Open up scnrio in sapien.


Perla117
Joined: Nov 10, 2014

The Last Italian On This Forum


Posted: Jul 20, 2015 05:53 AM    Msg. 13 of 15       
thanks everyone... now it works


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 20, 2015 01:06 PM    Msg. 14 of 15       
q.q


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 21, 2015 06:32 AM    Msg. 15 of 15       
We are a little like the suicide squad don't you think?

I mean 24/6 were at each others throats. But there is always that moment when 1 or more of us unites in order to aid a fellow modding citizen.


 

 
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