
rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 27, 2015 02:24 PM
Msg. 1 of 18
Export the jms once again. I think 3DS Max didn't save correctly.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jul 27, 2015 02:46 PM
Msg. 2 of 18
i think you have a problem linking to the frame in 3dsmax, check that
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rododoonceagain
Joined: Dec 21, 2014
Left Halo because life
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Posted: Jul 27, 2015 02:57 PM
Msg. 3 of 18
Quote: --- Original message by: EmmanuelCD i think you have a problem linking to the frame in 3dsmax, check that That would be the "no geometry to export" error while exporting, not the "end of file" error while compiling the tag.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 27, 2015 04:11 PM
Msg. 4 of 18
You can't just link a primitive to frame and import that into halo.
It has to be an editable mesh with Multi/Sub-Object material applied to it. Also make sure the material IDs are set to numbers in the multisubobj thing Edited by OrangeJuice on Jul 27, 2015 at 04:15 PM
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Tnnaas
Joined: Jan 3, 2015
Venez voir maman. Avatar credit: kevinsano
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Posted: Jul 27, 2015 06:12 PM
Msg. 5 of 18
Quote: --- Original message by: Alex21788 I found somthing. When I save, it gives me this error: http://i.imgur.com/BUBJixs.jpg Check your mesh again. This error is usually caused when you have faces that have material IDs that don't exist in your multi/sub-object material group. E.g., You have two materials in your material editor, IDs 1 and 2, but your mesh has faces with a material ID of 3. You need to change those faces to one of your existing material IDs.
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Jul 27, 2015 06:43 PM
Msg. 6 of 18
Quote: --- Original message by: Zetren incidentally, that annoying toolbeta.map error can be fixed by creating a blank text file called toolbeta.map, make sure to remove the .txt. Post of the year.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 31, 2015 05:09 PM
Msg. 7 of 18
In my experience, the best way is to select each ID number in the Edit Polygon properties box and hide each ID until you have hidden every normal existing ID, then you will only be left with the odd materials.
For example, you select all triangles with an ID of 1, then hide all those. Repeat until you have hidden all the IDs that should exist.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jul 31, 2015 08:22 PM
Msg. 8 of 18
Select the edges modifider, at the botom theres an option called Select Open Edges that indicates the problem
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 31, 2015 10:44 PM
Msg. 9 of 18
Use File -> import (mapname.wrl file in Halo root folder).
Uncheck all three boxes
Delete all objects with the names starting with VILS and VSEP (I believe those are right, running off my memory)
There should be a few objects starting with VIFS01, VIFS02, ect. Those are the edges that have issues. Since it's two degenerate triangles with that many errors, you probably should use the Border tool to select any open holes (make sure to mark render only materials with a exclamation mark (!) and any two sided materials with a % for collision (these still can't intersect other faces, but Render-only can.)
As for fixing the degenerates, try converting your object to editable patch and back to editable poly, it should have all edges defined and visible and you can see any vertices that aren't connected together as they should be.
This, coupled with the VIFS objects will tell you where exactly the error is (I usually move the unconnected vertex a bit tangent away from the offending edge and delete the polygon in between them, then in Edge mode I use Create a Vertex to placea new one where the vertex would be attatched to the offending edge and then target weld them accordingly.
Hope this helps.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Aug 1, 2015 11:00 AM
Msg. 10 of 18
Sorry, i didnt explain very well. Im using gmax so its a little bit diferent, shouldnt delete them, first search for a tool called wield. this thing combines vertexs so there is no open edges (its like a hole in a ballon, the ballon must be sealed) or other way can be creating faces in the areas with open edges (something like patching them) Well this pic is more usefull 
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 1, 2015 06:15 PM
Msg. 11 of 18
Quote: --- Original message by: Alex21788
Ok, I have fixed the 2 degenerate triangle thing.... But, what do I do about the edges thing? I did what the other guy said, and found the open edges.... And I deleted them. But still did not work so, any help??? I also deleted the VIFS thing, Is that what I was supposed to do? Edited by Alex21788 on Aug 1, 2015 at 08:04 AM Deleting the open edges will only make your problem worse... And I never said to delete the VIFS objects , only the VSEP and VILS objects. As for the picture that was posted above, you have the Degenerate triangles problem, where the vertex is probably collinear with an edge. Maybe if you posted a viewport screenshot I could see what the issue is.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 1, 2015 07:10 PM
Msg. 12 of 18
You don't delete open edges, you fill them in. The easy way to do this is to convert to editable poly, select the border tool, then hit select all. This'll highlight all the open edges and you can now proceed to fill them in with either the create or cap tool. Be sure to convert back to editable mesh when you go to export, however. Keeping it as poly will cause your JMS to read incorrectly for some odd reason.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 1, 2015 09:06 PM
Msg. 13 of 18
Quote: --- Original message by: R93_Sniper You don't delete open edges, you fill them in. The easy way to do this is to convert to editable poly, select the border tool, then hit select all. This'll highlight all the open edges and you can now proceed to fill them in with either the create or cap tool. Be sure to convert back to editable mesh when you go to export, however. Keeping it as poly will cause your JMS to read incorrectly for some odd reason. If you connect all your vertices in edit poly mode your model will export fine, the difference between tools tolerance from edit mesh or edit poly as something to do with the interpretation of triangles and associated verts.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Aug 2, 2015 02:25 PM
Msg. 14 of 18
If I remember correctly, it has to do with the exporter you use. Blitzkreig will work just fine with edit poly.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 2, 2015 03:04 PM
Msg. 15 of 18
Oh yes, i hate it when tool says there are open edges when there really aren't. bluestreak exporter causes these issues when you export anything that is Editable Poly. Just convert it to Editable Mesh (i still get some errors in-game, missing faces and such).
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 4, 2015 10:17 AM
Msg. 16 of 18
I use junglegym way faster.
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Aug 4, 2015 11:05 AM
Msg. 17 of 18
Quote: --- Original message by: SS Flanker I use junglegym way faster. Blender is terribad, plsno.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 4, 2015 11:52 AM
Msg. 18 of 18
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