View Full Version : open edges corrupt file?
spookers622
July 7th, 2007, 07:20 PM
When I exported an .ASS file it didn't rasterize (which in my experience means that the file is corrupt) and when I tried to open the file in Sapien it says it's corrupt (:(it sucks to be right). I imported the .wrl file and did an STL check and found I had quite a few open edges. Is that what caused the problem? And how do you fix an open edge? Sometimes I've been able to weld them, but that doesn't seem to work.
et_cg
July 7th, 2007, 07:22 PM
Well, post a picture of your BSP, there may be a little bit easier of chance of someone to see what type of problems you are having.
Sometimes there are hard to find spots that people look over. And there's plenty of solutions.
I just can't really put a good idea on what you're describing. Yes, weld should work, but strange it isn't.
spookers622
July 7th, 2007, 07:33 PM
here are links to pictures of the open edges(i think you'll reconize the map)
http://img143.imageshack.us/img143/7057/openedge1cb3.jpg
http://img377.imageshack.us/img377/5124/openedge2mw9.jpg
http://img143.imageshack.us/img143/9273/openedge3bn7.jpg
http://img143.imageshack.us/img143/6337/openedge4yv9.jpg
http://img377.imageshack.us/img377/2973/openedge5qy4.jpg
dcemuser
July 7th, 2007, 07:39 PM
The open edges aren't making the file corrupt. The .ASS Exporter you are using (the default one) is probably messed up. The Ghost has fixed the problem you mentioned and created his own .ASS Exporter that is compatible with 3ds Max 6 through 9.
Although, you should fix the open edges before releasing the map.
spookers622
July 7th, 2007, 07:40 PM
o so his is better? Can you give me a link to it?
et_cg
July 7th, 2007, 07:40 PM
It appears as you have overlapping faces, with possible open edges.
You may want to seriously redo that map, it seems to be a mess right now... I'm sorry to say, that is.
spookers622
July 7th, 2007, 07:41 PM
So are you saying the open edges IS the problem?
et_cg
July 7th, 2007, 07:43 PM
Depending on how bad they are, from experience, yeah they make lighting maps a problem. Especially if you don't have some type of shader defined.
spookers622
July 7th, 2007, 07:45 PM
i didn't know having materials, shaders, etc. matered if you were just seein if it worked. Would theghost's exporter possibly fix my problem though?
et_cg
July 7th, 2007, 07:48 PM
No, you need to apply at least one shader. I suggest applying two, one which would be +sky, and the other wouldn't matter.
The other could just be called randomshader. This will cause the rainbow texture to take over that spot, since it can't find the shader because there's no defined shader collection or proper shader for it.
spookers622
July 7th, 2007, 08:02 PM
it didn't work. if some1 thinks theghosts script will help post a link.
dcemuser
July 7th, 2007, 08:17 PM
http://www.h2vista.net/forums/showthread.php?t=3815
spookers622
July 8th, 2007, 09:14 AM
Guess what? I tried TheGhost's script and it didn't work right? But it said "invalid mesh: Ediitable Poly" or something like that. So I converted to editable mesh and exported it normally and it worked!
Reiper
July 21st, 2007, 04:47 AM
What do you do once you've corrected the errors?
spookers622
July 21st, 2007, 09:23 AM
umm... export it??
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