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TOOL:"tool structure levels\splinter splinter" HEL

Posted: Sat Dec 18, 2004 5:47 pm
by Drugged Up Squirrel
OK, whenever i attempt to use tool to type the command

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tool structure levels\splinter splinter
i get various errors after it says


Building intermediate geometry...
building collision geometry...

****THE ERRORS****

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### ERROR edge #6 is open (red).
### ERROR edge #13 is open (red).
### ERROR edge #15 is open (red).
### ERROR edge #94 is open (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.

Does anybody know what i could possibly have done wrong?

Posted: Sat Dec 18, 2004 8:17 pm
by machopenguin001
You made some errors in your map model. Open Hek, and go to the compilation process page, then scroll all the way down in the tutorial section. It will explain what the errors are. Open up 3ds max clikc import, and import the levels .wrl file from program files\microsoft games\halo custom edition. The errors will b colored the color the error says in tool. Like:

### ERROR edge #6 is open (red).

The red part means the error will be red in the imported .wrl file. Just find the error, open your map and do this to fix the open edge (you were lucky, these are some of the more minor, fixable errors):

Click your map model, right click, click convert to mesh, go into face selection mode. Then click the "create" button and find your open edge. Once you have found it clikc one vertex then go across to another then one last time click the last vertex. If you watched Kirk's video tutorial he used this same trick to put the tunnel into the map. Do this over and over until you have a solid edge. Careful, sometimes it creates a vertex where you can't see and you get a weird angled and looking polygon.

Posted: Sat Dec 18, 2004 9:14 pm
by Drugged Up Squirrel
all i have of it is a .gmax file and a .jms file that gmax cant open. Is there a way to figure out errors with gmax?

Posted: Sat Dec 18, 2004 9:33 pm
by machopenguin001
Well, you will have to look for the errors by sight I think. Turn bacface cull off and look for a place you booleaned or deleted a polygon, and if you see a black spot, that's probably it.

Posted: Sat Dec 18, 2004 9:52 pm
by The_Hushed_Casket
Even if you are using gmax, if you are using chimp you should be able to import the .wrl that tool created

Posted: Sun Dec 19, 2004 11:16 am
by Drugged Up Squirrel
i dont believe it did make a .wrl. if it did, i dont know where it went/would be.

ALSO, when im in gmax, and im creating the "mountain" areas of the map, is it supposed to give the bottom of the skybox a dented sort of apperance, Or am i supposed to turn the bottom of the skybox back to its flat state?

ALSO (again), is there a MAXscript that will show me any messed up areas? if not, how do i figure out where these areas are manually?

I appreciate everyones help!

Posted: Sun Dec 19, 2004 4:15 pm
by Excal
http://www.halomods.com/forums/viewtopic.php?t=18968

Read the second Q & A... about half way down the page. Thats pretty much all you need to know to use the WRL and fix open edges.

Posted: Sun Dec 19, 2004 6:38 pm
by Drugged Up Squirrel
Yeah, shortly after posting this i noticed that. then i posted a 1337 heart...:D


Thanks

PROBLEM SOLVED