Page 1 of 1
Coupla questions
Posted: Wed Jul 11, 2007 5:25 pm
by 0m3g4Muff1n987
1. When I try to compile all my bitmaps in the bitmaps directory, only one won't compile. Here's what tool throws at me-
Tool wrote:### metal_light.tif
skipping bitmap with non-power-of-two dimensions (#384x#384#1)
2. I forget what I did, I think I resized the window or something, but in sapien, the properties window is blank. It's all gray. Here's what it looks like-
How do I reset that? How do I reset all the windows in sapien?
Posted: Wed Jul 11, 2007 6:33 pm
by wanksta
question 1 anwser
change the atribute of the metal bitmap too 512x512 or 256x256 it wont except a bitmap that is 384x384
Posted: Thu Jul 12, 2007 5:37 am
by 0m3g4Muff1n987
EDIT 3: Nevermind guys, I changed some permissions and was able to resize the texture, and I figured out that the properties window was gray simply becuase I had not selected any folders in the hierarchy view. Once I selected mission the options showed up. That is all.
BTW wanksta, I think it can be 128x128 too, because I noticed one of my textures was 128x128 pixels, and it compiled fine. So yeah.
And now I have another small problem. Well... when I compiled my structure, it said it has some leaves that had errors or something along those lines... now when I compile my map to test, I find that some of the platforms are what they looked like in Gmax after I flipped them-if you look at them from above, the tops are not visible, and vice versa from the bottom. If you're IN the platform, both sides are visible (but once I fall into a platform in the game, I can't get out

).
Posted: Thu Jul 12, 2007 10:54 am
by wanksta
uhh did it say something like a surface is clipped to know leaves cause its pretty obvious what means. you cant have floating objects it has too be attactched to the bsp in some way.
and about textures they have to be a multiple of 2 so its like 2x2 4x4 12x12 128x128 256x256 etc....
Posted: Thu Jul 12, 2007 2:44 pm
by 0m3g4Muff1n987
It was attached. I attached it to the frame and exported it, and BTW I can still walk on them but it's like a little box with no top. I can fall in to the box and walk around in it, but it's not natural. Some of the ones that compiled properly, are like boxes with tops, and you can walk on the top and it's fine. You know how in Gmax, once you create a box, it looks whole? But then once you flip its normals, and view it from the top, it's like it has no top, only some sides and a bottom. That's what it looks like in Halo, at least for the weird ones.
It is floating, but hey I linked it to the reference frame. That counts. Besides I did the same exact thing for all of the platforms, and some of them worked, and some of them didn't.
Posted: Fri Jul 13, 2007 3:27 pm
by 0m3g4Muff1n987
Sorry for the double post... but I found a WRL file and imported it, and this is what it looked like in Gmax:
Soo... what do I do to fix it?
crap, if I export this again, I'll have to run radiosity on it again, and that'll take at least 2 hours (literally) -_-
BTW I backed up my scenario_structure_bsp file and tryed to compile it again to see what it said, and the errors say
building render geometry...
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
And I have another question, I have no lights or +sky in my level, so I had to make the shaders for all the textures emit a light power of 1. And when I run radiosity on the level, it takes FOREVER to light (2-3 hours usually). Is there a different way to light the level, or to make radiosity run faster?
Posted: Thu Jul 19, 2007 9:31 am
by 0m3g4Muff1n987
Here's my official 5-day bump. Read the last post, it's the one that matters.
Posted: Thu Jul 19, 2007 12:53 pm
by wanksta
if it says a surface clipped to know leaves your fine. that error dosent really matter to much. it happens sometimes and dosent others but from what ive seen it never causes any real problems.
Posted: Thu Jul 19, 2007 2:45 pm
by 0m3g4Muff1n987
Hmm. Well it seems it causes some problems here.
EDIT: I just checked the level in halo, the platforms that had face errors in Gmax were the ones that had problems in halo. So look at that screenshot, what should I do to fix it? Cause obviously I did something wrong in Gmax. How do I like recreate a face or something?
Posted: Thu Jul 19, 2007 3:18 pm
by wanksta
wait are they render geometry ex: ! or are they collision geometry
Posted: Thu Jul 19, 2007 3:22 pm
by 0m3g4Muff1n987
Tool wrote:building render geometry...
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
### WARNING: a surface clipped to no leaves (see cyan in error geometry).
Posted: Thu Jul 19, 2007 4:40 pm
by wanksta
oh ok well i dont know then. give me in game pics of what it looks like i guess. let me see whats wrong.
Posted: Fri Jul 20, 2007 1:34 pm
by 0m3g4Muff1n987
I made a vid. Don't mind the background noise, my sister was watching life with derek and I forget fraps was set to microphone input.
http://media.putfile.com/Crappy-Platforms
Posted: Fri Jul 20, 2007 4:14 pm
by wanksta
nickolodean fails
mb you got some polys faceing the wrong way. thats really strange.
by the way did you make that jetpack its really cool.\
Posted: Sat Jul 21, 2007 1:15 pm
by 0m3g4Muff1n987
Oh heck no I didn't make the beetle, it's ripped from Hydrolysis. I thought it'd be perfect for the map cause it's a tower.
Anyway... turned around polys? WTF? All I did was make one platform and clone it 13 times, and only 4 platforms in one corner of the map are screwed up.
Maybe I should just remake the entire map, or just the platforms at first. Although it's really annoying to clone and reposition every single platform one at a time.
Posted: Sat Jul 21, 2007 1:24 pm
by wanksta
well from what i saw the map wasnt very high poly so it shouldnt be too hard to do (dont take offense)
Posted: Sat Jul 21, 2007 2:52 pm
by 0m3g4Muff1n987
wanksta wrote:(dont take offense)
Why?
...
I don't need a high poly map, it takes longer to export lol. And I don't need to move vertices or anything.
When I get time I'll recreate it and see if it works.
Posted: Sat Jul 21, 2007 3:11 pm
by wanksta
lol. some people take low poly as an insult. i myself would if you called my maps that. (the current one im working on especially, vertigo) and also. what is this map gonna be anyway.
Posted: Sat Jul 21, 2007 4:34 pm
by 0m3g4Muff1n987
A tower

Posted: Sat Jul 21, 2007 4:56 pm
by wanksta
ok. but anyways try and remake it and see if it works.