problems creating the bsp and scenario

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silencer88





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Joined: Fri Oct 24, 2003 10:18 am

problems creating the bsp and scenario

Post by silencer88 »

when i try to compile my "new" (not telling) map to the bsp and scenario files, i get 6 errors in tool.exe
they come after

building intermediate geometry...
building collision geometry...
and are
### ERROR couldn't update edge #79 (red).
### ERROR couldn't update edge #308 (red).
### ERROR couldn't update edge #521 (red).
### ERROR couldn't update edge #1232 (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.

i assume the last 2 are caused by the first 4

so does anyone know what i need to do to fix this?
Thnks, S
halofreak4567





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Joined: Sat Mar 13, 2004 9:14 pm
Location: On a sniper ledge waiting for the right shot.

Post by halofreak4567 »

here is what i get

and kirk said it is because of open edges but i checked and 3ds max said no open edges

Image
silencer88





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Post by silencer88 »

thanx if anyone else knows anything or how to find these edges then please let me know
halofreak4567





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Joined: Sat Mar 13, 2004 9:14 pm
Location: On a sniper ledge waiting for the right shot.

Post by halofreak4567 »

to find them go into 3ds max

open your map

then select the sky box

then go to modifiers list

then scroll down to STL Check

then choose open edges

then check the check box
Driver





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Post by Driver »

After that How Do i know where it is? WEll acutally it slects them but how Do i fix it. Its on the base
silencer88





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Joined: Fri Oct 24, 2003 10:18 am

Post by silencer88 »

you need to weld them or delete them so that its one solid structure ( the whole map)


and halofreak i think maybe something happened to you original box or something. look at teh underside of the top of the box and make sure theres 2 faces there...


i finally got everything working right for the export and the compilation of the bsp and scenario

BUT
now when i try to run radiosity in sapien, i get the following error:
"degenerate triangle or triangle with bad uvs"
now, i just got through fixing another triangle problem for tool to run properly. that error was: z buffered triangles"

i lookeed that up and finally was able to find it using the vrml that is created. i thought my problems were gone, but apparently not. does anyone know how to find the "degenerate triangle or triangle with bad uvs?"

Thx S
kirks4




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Post by kirks4 »

silencer88 wrote:you need to weld them or delete them so that its one solid structure ( the whole map)


and halofreak i think maybe something happened to you original box or something. look at teh underside of the top of the box and make sure theres 2 faces there...


i finally got everything working right for the export and the compilation of the bsp and scenario

BUT
now when i try to run radiosity in sapien, i get the following error:
"degenerate triangle or triangle with bad uvs"

Sometimes when you get that error, it is just a bad UVW map or Unwrap for your materials. Try going in and reassigning the textures and redoing the UVW Maps and Unwraps. It worked for me on a few maps.
now, i just got through fixing another triangle problem for tool to run properly. that error was: z buffered triangles"

i lookeed that up and finally was able to find it using the vrml that is created. i thought my problems were gone, but apparently not. does anyone know how to find the "degenerate triangle or triangle with bad uvs?"

Thx S
silencer88





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Joined: Fri Oct 24, 2003 10:18 am

Post by silencer88 »

? wtf ?
kirks4




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Post by kirks4 »

silencer88 wrote:? wtf ?
Good question...I have no idea what happened there...
Anyway...
Sometimes that error is due to a bad UVW Unwrap or Map. Go back into the max file and remap the level and structures within the level with new UVW maps or unwraps...That solved the error when I got it.
silencer88





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Post by silencer88 »

aight thanx man i give it a try
UPDATE: didnt work... any other suggestions?
silencer88





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Post by silencer88 »

HELP plz im desperate
kirks4




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Post by kirks4 »

silencer88 wrote:HELP plz im desperate
Is there anyway you can take a screen shot in 3dsmax just so we can see what the level looks like just to see what we're working with? Honestly the only thing I can think of is the UVW maps because that is the only time I have ever had any problem like that.
silencer88





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Joined: Fri Oct 24, 2003 10:18 am

Post by silencer88 »

thanks man, i redid that crap and it finally works right. thanks for all you help
halofreak4567





Posts: 81
Joined: Sat Mar 13, 2004 9:14 pm
Location: On a sniper ledge waiting for the right shot.

Post by halofreak4567 »

when i stl check in 3ds max it says that there are no errors anywhere


dude hey kirk how come you havent pm'd me back about helping me with my map
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