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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Tool and OS_Tool Collision Errors

Author Topic: Tool and OS_Tool Collision Errors (12 messages, Page 1 of 1)
Moderators: Dennis

Twinreaper
Joined: Jun 5, 2010


Posted: Jan 3, 2016 01:05 AM    Msg. 1 of 12       
Ok guys been nearly a decade since I have done any HEK work. Decided to switch back over to CE hoping to make a good Infinity Remake since H2v was giving me issues.

So I created an updated forerunner base based on CEA design. Exported all apropriate files (jms) into the Models and Physics folders. Both versions of tool compile the gbx_model and physics model just fine. Collision however is where I get stumped. Both tool's report the same dang 4 open edges. Funny thing is, no edges are open at all! I even tracked down the edges manually and everything is aces.

Does anyone know wtf is going on? In case it matters, the model has about 7.5k verts and 14,020 faces.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 3, 2016 01:09 AM    Msg. 2 of 12       
Export as editable mesh, if that doesn't work, try using max 8 and blitzkrieg


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 3, 2016 01:16 AM    Msg. 3 of 12       
Yeah should have mentioned that I'm using Max 7 and the jms exporter both 1.1 and 2. Im aquiring Max 5 now and will attempt using Max 8 as suggested. Thanks for the starting help. I'll update you on how it goes.

***Update. So I looked around and found that Max 6 version of the exporter. Got it working for Max 7 and attempted to export the model and run collision. here is the screencap of it.



Any other ideas? Not sure how moving to Max 8 or down to 5 will help.
Edited by Twinreaper on Jan 3, 2016 at 01:34 AM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jan 3, 2016 03:21 AM    Msg. 4 of 12       
File, Import, WRL, navigate to your HCE directory. Since its a collision model you're compiling, look for debug.wrl. Make sure you uncheck all the options it gives you after selecting the file (otherwise, it will purge your scene). It will create color coded objects for the errors (Open edge is red, like tool says in your message; it will create red geometry)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 3, 2016 10:08 AM    Msg. 5 of 12       
Side note: I recommend updating to Max 2014 or above simply because of the wealth of new tools included in newer packages.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 3, 2016 10:21 AM    Msg. 6 of 12       
I.ve imported the error file a dozen times and quadruple checked the red and gree edges it defines, and they are certaintly not open. Even Max confirms it by reporting no open edges in STL.

What new tool packages are we talking about? I do have the newest version of Max,2015 right?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 3, 2016 10:27 AM    Msg. 7 of 12       
Quote: --- Original message by: Twinreaper
I.ve imported the error file a dozen times and quadruple checked the red and gree edges it defines, and they are certaintly not open. Even Max confirms it by reporting no open edges in STL.

What new tool packages are we talking about? I do have the newest version of Max,2015 right?


2016 is newer but 2015 is just fine. I was under the impression you only had MAXR8.


BTW if you need any more help send me the max file and I'll take a look at it. I'm trustworthy ask anyone in this forum.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 3, 2016 02:18 PM    Msg. 8 of 12       
stl check is useless. border selection tool is the thing to use, if you have any borders then you must have open edges.
select all verts and weld at 0.01
Edited by Maniac1000 on Jan 3, 2016 at 02:19 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 3, 2016 05:19 PM    Msg. 9 of 12       
Quote: --- Original message by: Maniac1000
stl check is useless. border selection tool is the thing to use, if you have any borders then you must have open edges.
select all verts and weld at 0.01

Can confirm


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 4, 2016 07:32 AM    Msg. 10 of 12       
Wielding verts at 0.1 is the first thing I do when importing any kind of secondary, non by hand created asset. No verts left to wield, so yeah.

I just went ahead and deleted all sections of geometry that tool threw a fit about and it all compiles now. Sad part is Sapien cant seem to teleport the camera into the bsp. For all the complaints people gave H2v.....at least I never had an issue with being able to spawn into the map, and the radjosity process was much much quicker.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 4, 2016 10:53 AM    Msg. 11 of 12       
Quote: --- Original message by: Twinreaper
Sad part is Sapien cant seem to teleport the camera into the bsp. For all the complaints people gave H2v.....at least I never had an issue with being able to spawn into the map, and the radjosity process was much much quicker.


This problem is usually caused by your bsp not being completely zeroed out in the 3d world space: (applies to all 3d packages)

1. Select your bsp mesh.

2. Over on the right hand side of maxes UI hit the hierachy tab. (The icon with the large and three little monitors)

3. Select affect pivot point only and then directly below under the alignment sub section hit center to object.

4. Now zero out all of the X,Y,Z values by right clicking each of the co-ordinate spinners located directly at the bottom center portion of your screen.

5. Assuming you completed the above directions correctly go ahead and recompile and test out the result.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 4, 2016 10:45 PM    Msg. 12 of 12       
That didn't solve my problem. I think I know what is causing the issue. It would seem that when tool compiles geometry and collision, it attempt to reduce it, similar to how H2Tool wields vertices and faces to reduce and minimize issues with verts and faces that are within 0.35 of eachother.

I have a lot of geometry that makes up trim, that sticks out. I'm willing to bet that if i removed these trims and made flat faces, the errors would clear up.

 

 
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