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Thread: Vertex Normal Invalid!

  1. #1
    Newbie Mapper Evil_Dude's Avatar
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    Vertex Normal Invalid!

    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:
    Code:
     
    --- 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
    Last edited by Evil_Dude; July 28th, 2007 at 10:55 PM.
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  2. #2
    a bit of the old in-out Roostervier's Avatar
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    Re: Vertex Normal Invalid!

    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?"
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  3. #3
    Senior Member et_cg's Avatar
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    Re: Vertex Normal Invalid!

    If you would like further assistance, I'd be willing to look at your Max files, too.
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  4. #4
    chilango Con's Avatar
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    Re: Vertex Normal Invalid!

    vertex normal facing the wrong way? Try unifying normals.
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  5. #5
    Hey there! Llama Juice's Avatar
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    Re: Vertex Normal Invalid!

    *shrug* I'd get rid of those numbers in your folder names for starters just because halo hates numbers like that...
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  6. #6
    Newbie Mapper Evil_Dude's Avatar
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    Re: Vertex Normal Invalid!

    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
    Last edited by Evil_Dude; July 29th, 2007 at 12:01 AM.
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  7. #7
    Senior Member et_cg's Avatar
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    Re: Vertex Normal Invalid!

    Quote Originally Posted by Evil_Dude View Post
    http://www.megaupload.com/?d=HLGIHABK <--- there's the .max
    Go nuts.

    Aww, looks like I have a reason to get max 9 now...
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  8. #8
    Newbie Mapper Evil_Dude's Avatar
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    Re: Vertex Normal Invalid!

    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"



    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.
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  9. #9
    Senior Member et_cg's Avatar
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    Re: Vertex Normal Invalid!

    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.
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  10. #10
    Newbie Mapper Evil_Dude's Avatar
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    Re: Vertex Normal Invalid!

    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 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.



    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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