nearly coplaner surface problem

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Rathator





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nearly coplaner surface problem

Post by Rathator »

Ok this is probably going to seem a very stupid question...

I have made my level, and tryed to export it using tool. I used that WRL method to find where my errors are. It seems I have loads of 'nearly coplaner surface errors.'
The thing is, I am not entirly sure what these errors are, so I don't know how to fix them.
Could anyone explain to me what's wrong? :(
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master_wolf





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Post by master_wolf »

captain said he got that error on one of his maps. I don't think it effects anything. all it means is that two polygons are almost colliding. (hey...i actually LEARNED something from Geometry!) :P :lol:
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Rathator





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Post by Rathator »

Thanks, just have to fix those intersecting planes in my model then. It seems that for every one I fix, another one appears! :S
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Infern0




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Post by Infern0 »

Nono, its like this. The triangles all look planar, flat, which means there all looking the same. How do i explain this... hmm.. Uhh, you need to create triangles which look different all the time, so no triangle looks the same.
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an emu





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Post by an emu »

i wouldnt worry too much about these errors, they dont effect exporting. tool just gives u a warning. really worry about open edges cause those are probably over 70 percent of the errors. and make sure that every face is uvw mapped cause otherwise sapien will give you a radiosity error.
Rathator





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Post by Rathator »

Thanks for the help, I have got it compiling now, although with some errors still. (I have portals not defining a closed space, and outside the .bsp)

When I open it in Sapien though, I cannot see anything in the game window except for the lights in my level, and they are not displaying properly. (It's all black, except the faces that I put the lights shader on.)

Do any of you know if that is because of the errors in compiling, or is it something I have missed?

I checked my UVW mapping and I think I have got everything done.
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Infern0




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Post by Infern0 »

Yep, i know what to do. When you're in sapien, press ~. Tilde. Then type radiosity_quality 0. Then press enter. Then press tilde again. Press up so you get the last command. Press backspace till you have only radiosity_ and type start after that, so it will look like radiosity_start. Then, press enter again, and wait till the numbers are zero. If they are zero, press tilde again and press up again for the last command. Backspace again till you get only radiosity_ and then type save after it. radiosity_save. Then press enter. Done!
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Rathator





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Post by Rathator »

Oh I forgot to mention that in the last post :oops:
When I do the radiosity thing, the lights disapear, everything goes black.
The numbers appear, but already at zero when they come up and don't do the counting down thing.
When I save, the lights come back, but I still cannot see anything else.
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Infern0




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Post by Infern0 »

Thats weird. Have you checked if the shaders are made correct for the ground? Or did you accidentily give the ground a +sky material too? =p
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Rathator





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Post by Rathator »

It's an indoor level so I didn't use any sky shaders at all.
Perhaps I am going about this the wrong way...
I have searched through the tutorial but I can't find where I am going wrong.

My lights have just got "light!" as their shader name in Max, is that right?
I tried turning their self illumination up, and that makes it bluish in sapien, but I still can't see the level, and when I run the radiosity it still goes completely black.

Did I have to give the other materials/textures particular names to get them to show up?

As you can probably tell, I'm a total n00b at this, I was expecting to just plonk lights in, like in Max, when I started. :S
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Rathator





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Post by Rathator »

:D Got it! It was as simple as I hadn't actually put any lighting in the scene!

For anyone having trouble with interior lighting, you just go to the material in guerilla, open it up, and you can give it properties to emit light there.

(Now to actually get the light coming from the lights and not the floor...)
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[CL]9mm-Man




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Post by [CL]9mm-Man »

Rathator wrote:For anyone having trouble with interior lighting, you just go to the material in guerilla, open it up, and you can give it properties to emit light there.

(Now to actually get the light coming from the lights and not the floor...)
Thank you! ! Ive been having troubles with lights in my map for like the past 2 days, does any one know how to acutally get like it to look like lights and they give off light? My maps indoors but its dark as hell. If some one could help that would be great! (I cant save the lightmap >_<)
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