http://68.147.205.84/pics/error.jpg
So yea... How do I fix that? And how do I find the overlapping stuff in max?
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http://68.147.205.84/pics/error.jpg
So yea... How do I fix that? And how do I find the overlapping stuff in max?
Import the .wrl with the name of your map on it in the halo ce root directory. The orange faces are the ones over lapping. It's usually when people don't specifically triangulate something and a vertex is placed oddly, and it drags a face with it, almost "flipping" it because of things. What I do is check under the map for what looks like a polygon that is facing you, I then find the vertex pulling it, move it to a place where it no longer pulls it, and it is fixed. Or, if you have something like a ladder, or just another object in the map that is for some reason not physically attached (the bottom being deleted, the faces around it deleted, then recreated), then that object either needs to be attached, or it needs to be moved so it doesn't go through any faces.
Oh, okay, thanks :), I've found the **********.wrl file, now what do I do with it exactly? I tried importing it into the scene but it's just a huge face that appears on the side of level...
look for a orage face error. it will be a overlapping face, move the verts or faces away from each other
When you import .wrl files, uncheck ALL of the boxes.
Quick question. How do you import .wrl into 3ds max. Just need to know for future reference.
Click on "Import..." and go down to "VRML (.wrl) Files" (or something like that). The beginning is VRML, file type is .wrl. You could also use chimp, by I wouldn't understand why you would (since the other way is better and is already in 3ds max).
Alright I've gotten past the model errors I think, now can anyone help with this:
http://68.147.205.84/pics/error2.png
Using my astute reasoning skills it would appear to be something to do with shaders or textures.
EDIT: Nevermind, I got past that, it was simply a mislabeled shader or something of the sort... Onwards to populating my test level!
Basically, tool hates it when you use a .shader_model in a bsp. Just change the shader name in 3ds to one that isn't a shader_model in your tags folder, re export and recompile.
For some reason the sky will not show up in sapien, and tool says that "some shaders were not labeled" or something like that, is anyone up to skinning and exporting this version?
Hell, I just want it exported, and yes, I ran radiosity...
No problem, and if the map is all black, it means a couple of things. Either it doesn't have the right shader, or most likely you ran lightmaps without a sky, or one last thing I could think of: you don't have a +sky material in your skybox/ it's an inside map. If it's an inside map, place some light fixtures with rbg values all of 1 and you would most likely want to use a power of 1 to 10. Then rerun lightmaps.
wow, how pitiful. the thing would have given an exception error over a leaf before the models got fixed. of all the things to get an exception over, it would have HAD to be a leaf.
I have the sky set, in the scenario tag, and I'm using multiple textures... I wasn't sure on what to set them to in tool, I set most to shader_enviroment (the grass, cliffs, water, and base textures), I set plussky to shader_generic or w/e...
EDIT: Alright I fiddled with it and got the sky working and stuff, I got to run radiosity and get this message:
"Radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in error geometry)"
So I pulled up the wrl in max and I see that it's pointing to the sides of the cliff "bridge", it looks like the texture is streched on the faces, I'm guessing this is unacceptable. Can I just get Sapien to ignore it for now? I really don't care how it looks right now until I can get a good level texture made...
no you cant. Just select the afflicted faces, and apply a quick uvw box map. That error means the texture is stretched infinately, adn just needs a box map for testing.
Alright, It's working, finally thanks for your help guys!