New Map: Grandma
[/quote]dude, he's fucked
not really, and im hardly a noob. but i have a lot of stuff going these next few weeks, mainly Graduation.
i will be getting to my maps shortly, i've already got Cliffhanger in Sapien, now i am tweaking everything.
you'll see these maps, but you'll have to be patient, this isn't a drag and drop process
for the noobs here, can you please explain what you mean by 'welding them together as a whole'?mattp001 wrote:dude, he's fucked. it is not a closed mesh. alot of noobs out there still dont realize this. you cannot have extra objects. everything has to be welded together and a part of a whole.
EDIT: Oh and this is my work not the tutorials
take a look carefully at how all the faces are interconnected. this is where most go wrong:
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- Posts: 19
- Joined: Wed Feb 18, 2004 12:29 pm
- Location: London, UK
All level meshes for Halo have to have no open edges. That is, all edges must have two polygons - one on either side.
For example, if you create a hollow hemishpere object and try to compile it as a level, it won't work - because all the edges around the circular perimeter are along the edge of one polygon only - these edges are 'open'
A closed sphere, however is valid, as there are no open edges.
Sealed edges do not not have to occour in the same object, so two hemispheres aligned exactly base-to-base is still valid. However, you have to take great care that your vertices remain in alignment with each other. Even the smallest gap will 'un-seal' the geometry.
This is why, in the official HEK tutorial, the ground around the bases is joined vertex-by-vertex to the bottom of the base, as opposed to just placing the base on the ground.
Note that these rules only apply to level geometry - scenery objects, weapons, vehicles etc. can all have open edges without any problems.
For example, if you create a hollow hemishpere object and try to compile it as a level, it won't work - because all the edges around the circular perimeter are along the edge of one polygon only - these edges are 'open'
A closed sphere, however is valid, as there are no open edges.
Sealed edges do not not have to occour in the same object, so two hemispheres aligned exactly base-to-base is still valid. However, you have to take great care that your vertices remain in alignment with each other. Even the smallest gap will 'un-seal' the geometry.
This is why, in the official HEK tutorial, the ground around the bases is joined vertex-by-vertex to the bottom of the base, as opposed to just placing the base on the ground.
Note that these rules only apply to level geometry - scenery objects, weapons, vehicles etc. can all have open edges without any problems.