View Full Version : Halp
Gwunty
February 21st, 2009, 11:56 PM
Halp so im trying to get this fuck awesome map ingame, but when I try to export with blitz max crashed. and if I used bluestreak it will export but I get this bullshit in the no errors tool.
02.21.09 20:33:15 tool pc 01.00.00.0609 ----------------------------------------------
02.21.09 20:33:15 reference function: _write_to_error_file
02.21.09 20:33:15 reference address: 42ca20
02.21.09 20:33:15 This Tool was hacked by E3pO wmclan.net
02.21.09 20:33:29 EAX: 0xFFFFFFFE
02.21.09 20:33:29 EBX: 0x00000101
02.21.09 20:33:29 ECX: 0x0012F2B8
02.21.09 20:33:29 EDX: 0x000002CC
02.21.09 20:33:29 EDI: 0x0012F2B8
02.21.09 20:33:29 ESI: 0x00000000
02.21.09 20:33:29 EBP: 0x0012F190
02.21.09 20:33:29 ESP: 0x0012F180
02.21.09 20:33:29 EIP: 0x7C90EB94, C3 8D A4 24 ?????
02.21.09 20:33:29 EXCEPTION halt in .\import_collision_bsp\reduce_collision_bsp.c,#208 : surface_index>=0 && surface_index<bsp->surfaces.count
and if I run trough regular tool, it says all my edges are open when in fact they are not.
Higuy
February 22nd, 2009, 12:07 AM
weld all vertexs at .001?
il Duce Primo
February 22nd, 2009, 12:10 AM
You do have it as edible mesh before you export?
t3h m00kz
February 22nd, 2009, 12:11 AM
If you're geometry's fine, go into Edit Mesh, unhide all edges, convert to Edit Poly, export to JMS. (I hear it screws up with Poly, but it worked for me on Deck)
If it doesn't compile properly, check for an importable .wlu (or something like that) in the HCE root directory, uncheck all the boxes while importing, and it will show you all of the errors. In that case, best to fix those while in Edit Poly by making 3-edged polygons.
.Wolf™
February 22nd, 2009, 06:06 AM
.wrl :)
teh lag
February 22nd, 2009, 08:41 AM
First, when you had this error last time (http://www.modacity.net/forums/showthread.php?p=278997), did it end up going away? If so, do you remember how it went away?
Second, why would you ever use the no-errors tool? It's just going to cause problems later on. I have a small feeling that bypassing normal errors has something to do with this - you know they exist for a reason?
Third, are there any strange pieces of geometry in your map? A sphere, torus, or anything out-of-the-norm like that?
Fourth, be sure that all of your surfaces have valid material ids. (Easy way to check : go to "select by id," uncheck "clear selection," and work your way through all mats your map uses). That's the #1 cause in my experince for blitz crashing on export. If that doesn't work, make sure all of your materials have valid bitmaps in their diffuses and, if necessary, clear all the other bitmap values (self-illum, bump, specular, etc). Set up a new multi-material if need be to ensure this.
And please for god's sake use the normal tool.
Limited
February 22nd, 2009, 08:44 AM
Yeah, dont use Ep3o's considering hes put keygens in his other apps, dont support his pathetic work.
.Wolf™
February 22nd, 2009, 10:02 AM
Indeed bypassing the errors is just stupid.If you model proper from the first beginning it wont end up screwed up.Thougt sometimes these errors is only things that the map maker miss to see while making the map.Its completly understandable..I do it all the time:P
Gwunty
February 22nd, 2009, 02:08 PM
and if I run trough regular tool, it says all my edges are open when in fact they are not.
Please read my post, im using the no-errors tool because regular tool gives me non-existent open edges, the jms was exported with bluestreak so I know that may be a issue. But I cannot export with regular blitz because max crashes mid-export.
EDIT:importing the .wrl shows nothing since I fixed those co-planer faces.
teh lag
February 22nd, 2009, 02:13 PM
Please read my post, im using the no-errors tool because regular tool gives me non-existent open edges, the jms was exported with bluestreak so I know that may be a issue. But I cannot export with regular blitz because max crashes mid-export.
EDIT:importing the .wrl shows nothing since I fixed those co-planer faces.
I have a small feeling that bypassing normal errors has something to do with this
There's obviously something going on there, since tool is yelling about it. Sometimes you just have to re-create the spots it tells you to. Unless your open edge errors are floating in space where no geometry exists, there's something that needs fixing. Max crashing on export should be an even bigger heads-up that something out of the ordinary is going on.
Gwunty
February 22nd, 2009, 02:15 PM
its says every single edge is open, its not in max. its has to be bluestreak but I cant export with blitz because of the random crashes. Im going to try to see if there are any faces with no mat ids. or to see if there is any hidden geometry.
Sel
February 22nd, 2009, 02:27 PM
02.21.09 20:33:15 This Tool was hacked by E3pO wmclan.net
for a no errors tool I sure found myself a big error here!
its says every single edge is open, its not in max. its has to be bluestreak but I cant export with blitz because of the random crashes. Im going to try to see if there are any faces with no mat ids. or to see if there is any hidden geometry.
Make sure all your geometry is in editable mesh when exporting with bluestreak, of course you should find out why blitz is crashing, rather than try pathetically hard to get your level ingame.
Gwunty
February 22nd, 2009, 02:29 PM
Already was in mesh, and cant find out why its crashing.
Roostervier
February 22nd, 2009, 02:40 PM
Did you try that material id thing lag talked about? Always caused me to crash in the past.
Gwunty
February 22nd, 2009, 02:42 PM
well I had 2 multimatrials on one object, killed on and it exported. im going to see if it works now.
also ! means not colidable right?
Inferno
February 22nd, 2009, 02:53 PM
Yes.
Gwunty
February 22nd, 2009, 03:22 PM
OK well now I have a ass load of coplanar surfaces, and some overlapping but due to all the coplanar surfaces I cant find the 2 overlapping surfaces keeping me from compiling the map :<
Sel
February 22nd, 2009, 03:46 PM
OK well now I have a ass load of coplanar surfaces, and some overlapping but due to all the coplanar surfaces I cant find the 2 overlapping surfaces keeping me from compiling the map :<
Use max to import the WRL, and select the first error geometry, the first ones are always overlapping surfaces.
Gwunty
February 22nd, 2009, 03:59 PM
if you make two sperate objects and intersect them, link them both to frame and export would that cause any problems?
Inferno
February 22nd, 2009, 04:48 PM
Players can still walk on them but vehicles grenades and bullets will fall straight through them.
.Wolf™
February 23rd, 2009, 01:58 AM
you can fall through coplanars as well..Wich is ,if its alot of them,a pain in the ass to fix.Thougt there is diffferent fixes like
First go Editable poly,then pick the two vertecies that causes the coplanar,then simply press the button "Make planar".OBS! this can move other faces around but that rarely happens..This is a fast way to do it whitout messing up your model.
Its just a temporaly fix and can screw up some faces so dont use it to much:P
As for the other error is if you have created faces wrong..I suggest start to look over the map again.Or start fix the coplanars atleast.
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