
Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: Aug 7, 2015 05:07 AM
Msg. 1 of 7
Hi, I'm trying to create my first map in halo CE... i have correct all the errors with the wrl file but when i compile the bsp it say this...
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... ### 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
structure bsp "levels\evolved\evolved" BSP has 13168 nodes, 6854 leaves 18964 surfaces and 34171 vertices in 1 material groups 0 portals, 1 clusters
1305Kb collision data (152Kb vertices, 486Kb edges, 128Kb surfaces) 2005Kb render data (1361Kb vertices, 371Kb surfaces, 184Kb nodes/leaves, 87Kb clusters) 0Kb pathfinding data ----------------------
after this i have open the wrl file again and i see a lot of faces (VIFS=156) with different colors. the thing that i can not understand is that i never modify some of this faces.
When i tried to run radiosity in sapien it say this..
WARNING: 1 clusters in structure_bsp levels\evolved\evolved have no background s ound or sound environment. start levels\evolved\evolved radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in error geometry) failed levels\evolved\evolved done someone can help me ? thanks. Edited by Perla117 on Aug 7, 2015 at 05:21 AM Edited by Perla117 on Aug 7, 2015 at 05:22 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Aug 7, 2015 05:39 AM
Msg. 2 of 7
Import the wrl of your BSP, and move vertices around the error, they may be an unwanted triangle hidden as an edge. You can also use xview and STL check to look for errors.
It means you have a triangle with REEEEEAAAAAAAAAALLLLLLLY streched texture, you will need to unwrap it correctly.
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Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: Aug 7, 2015 05:55 AM
Msg. 3 of 7
with the stl check i have no errors and i cant find the xview...
i dont have applied any texture at the moment..
for unwrap, you mean that i have to use Unwrap UVW?
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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 7, 2015 09:47 AM
Msg. 4 of 7
Quote: --- Original message by: Perla117 with the stl check i have no errors and i cant find the xview...
i dont have applied any texture at the moment..
for unwrap, you mean that i have to use Unwrap UVW? Ufff. If you are mexican, and you wear a sombrero, and you brush your teeth with taco and burrito flavored tooth paste then before you start playing with stuff you don't understand. GOOGLE IT FFS! Apply a bitmap to your bsp, select all your polies in edit mesh mode, in the modifiers list select uvw-map not unwrap uvw because that is way over your head, set the uvw options to box and set the height,width and length to a low value of something like, 100, 100, 100 collapse the modifier and export and test in tool. https://www.youtube.com/user/DigitalArtsGuild/videos FFS!
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Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
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Posted: Aug 7, 2015 07:11 PM
Msg. 5 of 7
what do you mean for collapse the modifier?.. reconvert in editable Mesh?
I tried but it does not work.. same problem.
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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 8, 2015 05:58 AM
Msg. 6 of 7
Quote: --- Original message by: Perla117 what do you mean for collapse the modifier?.. reconvert in editable Mesh?
I tried but it does not work.. same problem. Yes. And 2 bad it doesn't work, try reading the official HEK tutorial and look to see what you have done wrong.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 9, 2015 04:58 PM
Msg. 7 of 7
If tool compiles the BSP but refuses to light it, it's probably as Bourrin said (triangle hidden as an edge). To fix this, import the debug.wrl created in the Halo root folder, not the "bspname.wrl". This will show you the radiosity error in 3ds. You probably have a degenerate triangle, OR a really big area to light in Tool. If it's a big area try setting the shader for that material to "simple parameterization" in the top part of the shader tag.
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