View Full Version : plane builder error
spookers622
July 4th, 2007, 04:58 PM
I was compiling a map to see if there were any errors so far and in the command prompt it said, " ### ERROR plane builder unable to converge : tag_block_resize failed 10032 larger than 65536 < ' MAXIMUM_LEAVES_PER_BSP3D ' > ". I need to know what it means and hopefully a fix because I REALLY don't want to start again.
Con
July 4th, 2007, 05:20 PM
edit: actually, post a wireframe pic of your map.
spookers622
July 4th, 2007, 05:21 PM
Lol, ummm.. what are portals? Can you tell me what the problem exactly is?
Con
July 4th, 2007, 05:22 PM
I edited my post
spookers622
July 4th, 2007, 05:24 PM
Of what i've done, mostly the under ground's been worked on. Should I send a pic of that or the whole thing or 2 seperate ones?
Con
July 4th, 2007, 05:25 PM
Sure, seperate ones. I just need to see what the map looks like in wireframe.
spookers622
July 4th, 2007, 05:30 PM
umm.. lol, i know this might sound stupid, but how exactly do you upload an image to this?
Con
July 4th, 2007, 05:37 PM
Use a hosting site. ImageShack is a good one:
http://imageshack.us/
Just upload your file, then put the direct URL in some [img] tags here
spookers622
July 4th, 2007, 05:40 PM
http://img262.imageshack.us/img262/4606/wireframepicnewmaprc0.jpg
Con
July 4th, 2007, 05:43 PM
WAY too high poly. There doesn't need to be that many polygons ever.
Also, if an image is wider than the forums, use [shot] tags instead of [img] tags
teh lag
July 4th, 2007, 05:44 PM
Looks pretty high-poly; you may have simply gone over what h2tool allows. What is your map mesh's polycount? I also would strongly suggest portalling your map - it didn't change that much from h1 to h2, so almost any h1 tutorial on it will do. The only difference is that there is no more +exactportal.
spookers622
July 4th, 2007, 05:44 PM
is there anyway i can fix that without starting over?
spookers622
July 4th, 2007, 05:45 PM
i tesselated so much so that i could make stalactites and stalagmites of that size
Con
July 4th, 2007, 05:47 PM
is there anyway i can fix that without starting over?
If I were you, I would start over again anyway. Try putting a bit more effort into it. Your upper section is basicly just a grid where you've moved some vertices vertically...and thats it. The bottom section...just redo it, or select groups of vertices and start merging them.
Don't tesselate so much. You can acheive that sort of detail without all the polygons eveywhere.
spookers622
July 4th, 2007, 05:50 PM
lol thats cuz i havent started top sectiona and u have no idea how long that bottom took me theres no way i'm starting that over. worst comes to worst i'll start from b4 tesselating cuz i made lots of saves at different stages incase of things like these:)
et_cg
July 4th, 2007, 06:32 PM
Ever hear of Paint deform?
I whipped something up for you.
http://img406.imageshack.us/img406/338/infopaintdeformvaginacory3.jpg
spookers622
July 4th, 2007, 07:14 PM
How do you use the paint deformation? Clicking and dragging doesnt work... And for portaling, are you supposed to divide an area with a plane like it's cutting through it or place the plane under it?
et_cg
July 4th, 2007, 07:32 PM
You may want to find out more by searching for tutorials. It seems as though you may not be grasping the full concept of techniques being described right now.
So start off with modeling tutorials, get the basic understanding of how to conserve, and not go overboard. Then take a look at the Halo tutorials. There's more than video, there's tons of documentation that is easily read, and some have pictures to aid you in the learning process.
It may take time, but it pays off in the long run to learn more basic techniques before moving straight into creating a Halo Level.
Video games are being rendered in real time - remember. So you want to have a decent polygon count, and what you have so far is beyond realistic video game limits for Halo 2.
spookers622
July 4th, 2007, 07:42 PM
ive watched tutorials, read stuff,etc. and made 2 maps (but the first one sucks lol) and im pretty sure i know the basics, i just can't find anything on portaling, which is why i'm asking. I've looked on like 15 different sites and can't find a single thing on portaling. There is something in the Map Editor help file, but not quite enough information... Could some1 just tell me how to portel. I know most of the basics, i've even helped several people with problems in there maps (but they weren't the best maps lol).
et_cg
July 4th, 2007, 07:56 PM
In your current case, I doubt portaling would help. It looks like just one big open space, so all of the polygons would be rendered at the same time, sadly.
So you may want to take this into consideration:
http://img361.imageshack.us/img361/710/infolowpolyhighpolycompjv5.jpg
spookers622
July 4th, 2007, 08:02 PM
is there a way to untesselate cuz i dont have anything like that theres no little details
et_cg
July 4th, 2007, 08:05 PM
The reason why everyone has been telling you to start over is because after untesselate, you're pretty much stuck there, unless you do save your work by numbering.
workname_001.max
workname_002.max
etc...
Do that each time you do intense updates.
Right now, you can weld with it set to 100. Or just start over.
I suggest start over with the current material you have as a basis of a layout.
spookers622
July 4th, 2007, 08:27 PM
i no i probably shud startover but cud i just delete unneeded edges?
et_cg
July 5th, 2007, 03:04 AM
Right now, you can weld with it set to 100. Or just start over.
Just re-read what I say, that might help.
spookers622
July 5th, 2007, 06:15 PM
I figured out the problem! The wall on the right side has 8000 faces. I'm going to delete it, remove vertices along the wall edge, and recreate the face.
et_cg
July 6th, 2007, 01:32 AM
Welding with a large scale set would probably have been the easiest solution, but... whatever works for you! I guess it works.
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