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Thread: Compiling problem with Bluestreak

  1. #11
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    Re: Compiling problem with Bluestreak

    The best thing to do when you are done with a model or map. Under your Modifier List scroll through it and fine STL Check it will check for open edges and when it finds one it will highlight it in red. Then delete the faces and rebuild them. you wont get as many errors when you run it through Tool then.
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  2. #12
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: Compiling problem with Bluestreak

    Quote Originally Posted by XeBec View Post
    The best thing to do when you are done with a model or map. Under your Modifier List scroll through it and fine STL Check it will check for open edges and when it finds one it will highlight it in red. Then delete the faces and rebuild them. you wont get as many errors when you run it through Tool then.
    STL check doesn't always find errors. Be in mind that it doesn't follow Halo's sealed world rule.
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  3. #13
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    Re: Compiling problem with Bluestreak

    This is true it wont find overlapping faces and stuff like that but it will find all the open faces. Most of the errors people get will be open faces because the face wasnt created right or was or they just forgot a small one. It will show missing faces.I would always use stl for a error check fix any problems it shows and then export and run tool. Once thats done if you get errors import the wrl file into max. Then delete the face giving you the problem and remake it. Some times its just a edge acting weird and you will have to delete the edge.
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