
rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 12, 2015 10:08 AM
Msg. 1 of 14
What would you do if, while compiling a BSP, tool told you things about overlapping faces that don't overlap at all? Because tool just told me so, and I'm quite confused about what should I do. I tried to delete said faces, but there was nothing behind them. And I'm not willing to delete them and creating them once again because I'd lose the mapping. What should I do? Edited by rododoonceagain on Jul 12, 2015 at 10:21 AM
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 12, 2015 10:44 AM
Msg. 2 of 14
Post a picture of said mesh with edged faces enabled.
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 12, 2015 11:13 AM
Msg. 3 of 14
That's were the overlapping faces SHOULD be (that's more yellow than orange, but whatever)  That's supposed to be the skybox. There are other faces giving problems, but these are "nearly coplanar surfaces" (even though there's nothing nearly) and therefore should cause no problems whatsoever.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 12, 2015 11:19 AM
Msg. 4 of 14
Retriangulate that bit. And nearly coplanar surfaces can cause collision issues too.
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 12, 2015 11:34 AM
Msg. 5 of 14
Quote: --- Original message by: Mootjuh Retriangulate that bit. And nearly coplanar surfaces can cause collision issues too. but there are NO surfaces there. I don't even know why does tool say that, because there are no close surfaces there.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 12, 2015 11:51 AM
Msg. 6 of 14
replace the word surfaces with triangles.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 13, 2015 07:15 AM
Msg. 7 of 14
Send the bsp to me.
No really I am bored plze invigorate me with something to do and your bsp looks cool.
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 14, 2015 01:11 PM
Msg. 8 of 14
Flanker: my bsp can't "look cool" because you haven't even seen it. Now, there's another problem. I followed the advice I was given, and I somehow got the bsp to load. But now I have a problem with cubemaps, that work veeeery badly. I wanted to use the cubemap to simulate the nice reflection of the sun on the forennuer structures you can see in CEA. That's how it should look. This is how the shader looks when it works (a30 retextured via guerrilla; notice how there is a sphere-like reflection, which should be the sun. You can't see it clearly because I did it quite quickly, but it works fine nonetheless)  This is how the cubemap looks on a beacon I retextured with 3ds max (there is not the sphere of the moon; just a bunch of strecthed reflections) I don't know why I screwed things so badly in 3ds max. What I did was just taking the bsp with the bsp extractor, separating the beacon in its various parts and then unwrapping their UVW once again. Anybody knows why can't I see the nice sphere of the moon? =( Edited by rododoonceagain on Jul 14, 2015 at 01:13 PM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jul 14, 2015 01:25 PM
Msg. 9 of 14
Judging from your pic, it seems that you have bad smoothing groups. This usually occurs when you give the same smoothing group number to all the faces, or when you weld everything. Try giving to the floor a smoothing number different from the walls one. Or maybe select all your faces and use Auto Smooth, but most of the time you'll have to edit something later
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 14, 2015 01:52 PM
Msg. 10 of 14
Quote: --- Original message by: SOI_7 Judging from your pic, it seems that you have bad smoothing groups. This usually occurs when you give the same smoothing group number to all the faces, or when you weld everything. Try giving to the floor a smoothing number different from the walls one. Or maybe select all your faces and use Auto Smooth, but most of the time you'll have to edit something later The smoothing groups are exactly the same used in the original bsp. What I did was just separating the various parts (the floor, the roof, the external shell, etc), texturing them separately, merging them again and the welding the duplicated vertices. Could this cause these bad reflections...?
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jul 14, 2015 02:17 PM
Msg. 11 of 14
Quote: --- Original message by: rododoonceagainQuote: --- Original message by: SOI_7 Judging from your pic, it seems that you have bad smoothing groups. This usually occurs when you give the same smoothing group number to all the faces, or when you weld everything. Try giving to the floor a smoothing number different from the walls one. Or maybe select all your faces and use Auto Smooth, but most of the time you'll have to edit something later The smoothing groups are exactly the same used in the original bsp. What I did was just separating the various parts (the floor, the roof, the external shell, etc), texturing them separately, merging them again and the welding the duplicated vertices. Could this cause these bad reflections...? Yeah, welding them together made everything super smooth. Select all your faces and run Auto Smooth, and you should be done
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Jul 14, 2015 03:07 PM
Msg. 12 of 14
Run Autosmooth with a threshold of 29.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jul 14, 2015 03:10 PM
Msg. 13 of 14
Did you uncheck the 3 boxes when importing wrl?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 15, 2015 02:03 PM
Msg. 14 of 14
Quote: --- Original message by: Maniac1000 Did you uncheck the 3 boxes when importing wrl? When you import you wrl files convert them to an editible polygon or find the specific ones you want to locate then use either vertex or polygon mode to get a better look at them. You can also scale them up to get a better look at there location or hit Ctrl+A and then hit Z to directly zoom the view port perspective camera towards them. Or just use Unreal enjin. :) Edited by SS Flanker on Jul 15, 2015 at 02:10 PM
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