View Full Version : Vertex Normal Invalid!
Evil_Dude
July 28th, 2007, 10:48 PM
I couldn't find this problem anywhere else on the forums, but I've run into it more than once, and my solution was always to scrap whatever object had the problem in the past, but now it's happening on something i've spent a lot of time on. On level compiling, i get the following error message:
--- i95.ass
processing environment geometry...
mesh definition vertex normal invalid: (-1.000000, -1.000000, -1.000000)
couldn't parse definition #5
couldn't parse file 'c:\program files\microsoft games\halo 2 map editor\data\sce
narios\multi\i95\structure\i95.ass'
### ERROR structure import pipeline failed for scenarios\multi\i95\i95
Press any key to continue . . .
I have no idea what the "Mesh definition vertex normal invalid" means, but I know it applies to object #5 (In bluestreak's .ass exporter, it's object #6. The .ass file starts counting at 0, while the exporter starts at 1). Any idea of what's wrong or how to fix it would be appreciated.
OS: Windows Vista Business
Version: 3ds max 9.0
.ASS Exporter: ASS-Exporter_v1-0-0.ms
Are all objects linked to b_levelroot? Yes!
Thanks a bunch
Roostervier
July 28th, 2007, 11:08 PM
Is something incredibly huge, or incredibly small? Is there a vertex somewhere where it would make a face extremely weird looking or cause adverse effects? Why don't you post a picture of "object #5?"
et_cg
July 28th, 2007, 11:14 PM
If you would like further assistance, I'd be willing to look at your Max files, too.
Con
July 28th, 2007, 11:21 PM
vertex normal facing the wrong way? Try unifying normals.
Llama Juice
July 28th, 2007, 11:25 PM
*shrug* I'd get rid of those numbers in your folder names for starters just because halo hates numbers like that...
Evil_Dude
July 28th, 2007, 11:57 PM
http://www.megaupload.com/?d=HLGIHABK <--- there's the .max
Go nuts.
And, yeah, unifying normals didn't even kind of work, instead it just put a bunch of inward facing stuff outward.
As for unusually placed vertecies, I don't think there's anything unusual, but I do have a few things on very small scale. One pistol and one grenade compartment, to be exact.
EDIT: Numbers in the folder names haven't been a problem before, so I'm not worried about that
EDITEDIT: I'll just keep subdividing the room until I narrow it down. Someone else figures it out before me, please say something
et_cg
July 29th, 2007, 12:02 AM
http://www.megaupload.com/?d=HLGIHABK <--- there's the .max
Go nuts.
Aww, looks like I have a reason to get max 9 now... :(
Evil_Dude
July 29th, 2007, 12:23 AM
Hmmm... Here's something interesting. After detaching more and more of the room, I've discovered that the problem is, in fact with the pistol/grenade pannel. I dunno what I did, but I've managed to create little "ghost faces"
http://img264.imageshack.us/img264/3186/crapnh8.png
I have 4 faces selected (I did a drag select over that tiny exposed line segment after hiding the surrounding faces), but no normals are showing, despite the visualize normals being turned on. It appears to be a triangle defined by two points. Very strange. I think my original strategy applies to this situation. Nuke that entire panel and start over, this time being more careful how i extrude edges, and weild verticies.
et_cg
July 29th, 2007, 12:33 AM
Try using vertex edit more often. You can use target weld, and the weld options to a very great advantage.
I've actually been using Vertex mode more than ever now (in editable poly), just because it saves me time, and allows me 100% more freedom with detail.
Evil_Dude
July 29th, 2007, 01:30 AM
I think for me, it's just a matter at getting better at modeling as a whole. Thing is, I'm trying to replecate the pistol racks shown in this (http://www.weaponsstorage.com.au/images/expandable-weapons-rack1-large.jpg) picture, but I'm working with a surface which is neither completely vertical, nor square. I'm not sure where my next move is, but I'll figure it out.
http://img410.imageshack.us/img410/7974/crapsd5.png
I guess my pistols and nades will remain on the floor for now. This distresses me greatly.
If only TheGhost's script could recognise invalid faces and omit them from the .ass file... (hint, hint?)
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