Search found 12 matches

by andystav
Sun Dec 24, 2006 7:11 pm
Forum: Discussion
Topic: Reversed Normals in Gmax? And Fixing Degenerate Triangles?
Replies: 3
Views: 465

I just tried exporting it and putting the jms through tool, and I got an amazing amount of errors (degenerate triangles and failed edge updates). I've fixed errors before in 3DS, but I can't really tell what I'm selecting in Gmax. Does anyone here with Blender want to get the file and maybe look at ...
by andystav
Sat Dec 23, 2006 7:16 pm
Forum: Discussion
Topic: Reversed Normals in Gmax? And Fixing Degenerate Triangles?
Replies: 3
Views: 465

Reversed Normals in Gmax? And Fixing Degenerate Triangles?

I have an object that I made in Blender, and I exported it to Gmax. Before exporting it, I recalculated the normals in Blender, but it didn't help much. Normals on a lot of faces are incorrect, and selecting objects with Gmax is a pain. I can barely tell what I've selected. So there are two question...
by andystav
Thu Oct 26, 2006 4:34 pm
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

How can I get tool to make the collision geometry correctly?
by andystav
Thu Oct 26, 2006 5:02 am
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

I did not have any errors when compiling the map (I have no idea how). I followed a standard tutorial to make the map. The only difference is that I gave the skybox more polygons, to be able to select certain parts of it (I skinned part of the walls). If the skybox having more polygons is the proble...
by andystav
Wed Oct 25, 2006 6:09 pm
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

I basically already knew that shaders told the Halo engine how to display bitmaps. Now that I know shaders only affect physics in the way that you said, it brings me back to my original question: How can I fix the fact that certain things pass through some planes in my map?
by andystav
Wed Oct 25, 2006 5:53 pm
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

Thanks a lot man, I knew it had something to do with my stupidity. And I guess the other surfaces get a shader_model? (as long as they're not transparent) Am I right? I'll just wait for an answer this time, so I don't screw anything else up :lol: . Anyways, thanks for the help so far. And no, I did ...
by andystav
Wed Oct 25, 2006 5:22 pm
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

I did make shader environments. I made them for every surface. It's just weird that only some surfaces have the right physics.
by andystav
Tue Oct 24, 2006 3:11 pm
Forum: HEK General
Topic: Some surfaces don't have collision with certain objects.
Replies: 15
Views: 1260

Some surfaces don't have collision with certain objects.

I just recently finished a map, but when I went to test, grenades, bullets, rockets, tank shots, flags/oddballs, part of warthog tires...you name it went through certain areas of the floor. In addition, ghosts could not hover and therefore couldn't move on these areas. This may help: in Sapien, I ca...
by andystav
Sun Oct 22, 2006 12:24 pm
Forum: Discussion
Topic: Bitmaps don't show in Sapien+Surface Properties are Wrong
Replies: 0
Views: 315

Bitmaps don't show in Sapien+Surface Properties are Wrong

I'm just having some trouble with this map: http://i48.photobucket.com/albums/f240/augie_doggy/blockfort.jpg If you've played Mario Kart 64, you know that this is Block Fort. As you can see, the areas in red ovals are unskinned and those in green ovals are skinned. I basically used the same bitmap (...
by andystav
Thu Aug 31, 2006 5:00 am
Forum: Modding Discussion
Topic: How can I move a stationary turret's spawn point?
Replies: 1
Views: 266

How can I move a stationary turret's spawn point?

Here's the story: I was making a simple mod (just some vehicle injections and projectile swaps). When I went into the map, Coagulation, to test, the stationary human turret from blue base was floating next to red base. I tried entity's BSP viewer, but couldn't see the turret on the map (I had everyt...
by andystav
Mon Aug 07, 2006 12:06 pm
Forum: Modding Discussion
Topic: Various Questions about a Possible New Map
Replies: 2
Views: 316

Thanks a lot man. That was quick and easy. :)
by andystav
Mon Aug 07, 2006 10:02 am
Forum: Modding Discussion
Topic: Various Questions about a Possible New Map
Replies: 2
Views: 316

Various Questions about a Possible New Map

I'm working on a new map. I have a lot of questions (I'm a noob). I want to make my map mostly out of the terminal crates, so 1) How can I null out the bsp of the base map so that I just have crates? I already know that I null the bsp's shaders, but how do I null/move the collision of the bsp. 2) Ho...