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View Full Version : Degenerate Triangle Errors - No where near actual Geometry



MetKiller Joe
April 27th, 2008, 12:33 PM
I'm getting some weird errors. I've tried searching the forums, and I frankly can't find any answers; so, I come to ask for help.

The first strange thing appears in tool. It tells me I have surfaces that are coplanar and some that are colliding (z buffered), but I checked back in 3DS max (running v9.0 in Vista x64 w/Blue Streak) and these errors are nowhere near any geometry; while some of the are in the skybox, those appear to be floating in mid air. I've tried to select whatever faces/edges/vertices there might be, but again, nothing.

The level compiles, though, and when I tried to run radiosity in Sapien or Tool, they give me these mid-air errors again. Any suggestions? I will keep trying to find whatever in the level might be causing this, but since the errors are nowhere near geometry, I'm guessing and checking.

Thanks.

P.S. I did consider that Blue Streak is doing something funky since it is 3DS Max 9 and this is Vista, but I've seen others make it work (or at least thought I did).

Ki11a_FTW
April 27th, 2008, 02:06 PM
when you go to import the wrl file, make sure that you uncheck everything in that little prompt that shows up when you press import

MetKiller Joe
April 27th, 2008, 02:29 PM
Thank you. That worked.

kid908
April 27th, 2008, 06:34 PM
degenerated triangles shouldn't affect anything =\ but anyway did you get teh map fixed?

MetKiller Joe
April 27th, 2008, 06:42 PM
Almost. I'm still getting degenerate triangle errors from Sapien (and quite frustratingly, everytime I correct one, literally 3000 more pop up).

I'm guessing this is just my sloppiness in not correcting the errors tool is giving me (co-planars and interesects), which I will correct shortly.

Thanks for asking.

Edit: Don't feel like double posting, but for future search references; keywords: sapien degenerate triangles blue

The textures looked skewed (not UVed properly) and I guess the engine can detect that.

MetKiller Joe
April 29th, 2008, 07:05 PM
I don't want to create another thread, but I do have another problem. I have, again, searched high and low for the answer.

Now, to the point. Whenever I run radiosity in Sapien now (radiosity_quality 0; radiosity_start; radiosity_save), Sapien gives produces a ground that is completely white. I know I am at fault somewhere, but I've checked my shader, my texture, and the texture's application within 3DS Max at least ten times. I'm out of ideas.

Any help is appreciated.

*To the moderators: sincerely sorry for double posting, but it was this, or create another thread.

kid908
April 29th, 2008, 07:29 PM
go into 3dsm and go to material editor. delect all the material and remake them. that should usually work.

MetKiller Joe
April 29th, 2008, 08:39 PM
I tried that, recompiled the map, and ran at 1 and 0 quality radiosity, but nothing changed.

Tweek
April 30th, 2008, 03:38 AM
here's a little trick.

select your map-mesh, convert to editable mesh, go into vetex mode, hit ctrl-A, and weld all your velts with a value of 0.01 or so.

it often fix alot of duplicate verts that end up causing degenerate triangles.

MetKiller Joe
April 30th, 2008, 05:01 AM
Edit: Fixed.

UVW map was planar and near the top (something was wrong with it). Also, numerous other things concerning the sky walls and ceiling (hidden degenerates and open spaces).