Tagging custom weapons isnt as flexible as they said it was.

Technical Chatter here.
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halofun121




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Tagging custom weapons isnt as flexible as they said it was.

Post by halofun121 »

Ok, i've been pissed for the last few days.

Me and another tagger are part of the Vietnam Map Team, led by Bednarcik Punk. I'm sure most of you saw the pictures. The only problems is this. I go to compile the jms file in tool, and I get weird errors that have offsets and stuff. Tool tells me it has a lot of Degenerate and Coincident Triangles. Someone at gearbox said this could be the problem, and they told me to fix them. Also, the models are VERY high in polys. This happens with the other tagger to, even when we use smoothing groups to try and iron them out.

Another problem is, i'm not really a modeler. I can model, but I'm more used to making tags. We have gotten alot of low polyed weapons to work, but everything that looks kool hasnt really worked yet. If someone could tell me how to fix the Degenerate and Coinicident Triangles, and the issuse on polys, that would be great. We would greatly appreciate the help. We have some kool weapons and vehicles for you all to see when this all gets fine and dandy.
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SunnySharma




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Post by SunnySharma »

Well, import the debug.wrl file into Max to see the errors (models and other crap have debug.wrl, bsp errors for levels have the levelname.wrl)

Then, you can manually edit them around to fix them.
halofun121




Wordewatician 100

Posts: 175
Joined: Wed Aug 11, 2004 7:18 am
Location: Reach

Post by halofun121 »

SunnySharma wrote:Well, import the debug.wrl file into Max to see the errors (models and other crap have debug.wrl, bsp errors for levels have the levelname.wrl)

Then, you can manually edit them around to fix them.
Thanks. We'll try that.

Another thing we found helpful is Milkshape. If you make a model in milkshape, export it as .obj, import into max, it doesnt seem to have any problems.
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