Page 1 of 1
Define plz....
Posted: Fri Dec 08, 2006 3:00 pm
by inferno
im working on a pretty large and tricky system of caves in my map and i test by structureing the .jms in tool too check for open edges and stuff. and ive been gettting 2 weird errors.
the first is saying i have coplaner surfaces.. i have too fix these every time i export but they dont seem too be anything too worry about. so i need to know if they are in any way dangerous too my map.
the second is saying i have z-buffer triangles. also did not seem too big of a error but i need to know if its something that needs my attention too fix.
could you plz define these two errors. i think there is a definition list somewhere but i have no fuxing idea where.

Posted: Fri Dec 08, 2006 3:14 pm
by metkillerjoe
When compiling using Tool the following warning message appears:
### WARNING found nearly coplanar surfaces (red and green)
\/
As the message indicates, there are faces or triangles that are coplanar.
This error is commonly caused by the creation of a surface (such as a wall) at an angle. This surface tends to have many surfaces or triangles in its construction that are side by side.
Make the surfaces planar or adjust the faces (move vertices) such that there is more variation in the surface (the surface is no longer flat or planar or nearly flat or planar ).
When compiling using Tool the following error message appears:
### ERROR found z buffered triangles (red).
\/
This problem is typically caused by the overlapping or interpenetration of geometry or faces.
If not fixed, this error can lead to rendering or visual errors and anomalies for the offending faces.
Both of these can either cause glitches in Sapien where it will refuse to do radiosity, and they will also give you artifacts (graphic anomaly's) in-game.
You should fix them unless they are well hidden; even then, it is good practice to fix them.
Posted: Fri Dec 08, 2006 4:02 pm
by inferno
that must have been why theres been a few weird radiosity glitches .
Thx

Posted: Fri Dec 08, 2006 4:29 pm
by adumass
You know they tell you all these errors and how to fix them in the hek tutorial just skip to the part that tells you this..
Posted: Fri Dec 08, 2006 4:36 pm
by metkillerjoe
adumass wrote:You know they tell you all these errors and how to fix them in the hek tutorial just skip to the part that tells you this..
It's O.K. There should be a section dedicated to errors in the HEK tutorial, but there isn't. So, I understand his dilemma.
The tutorial itself is very outdated. You can learn a lot of basics from it, but to make a nice looking map you'll have to think outside of the box.
Posted: Fri Dec 08, 2006 6:13 pm
by inferno
really and truely i think the HEK tutorial is shitty. it dosent explain shaderat all. took me forever to figure that out on my own.
seriously shaders are one of hte most important parts of the game. they shouldnt leave out something like that.
and also the Hek section that talks about tool errors sucks. it dosent show most of the errors there are. and its anoying.

Posted: Fri Dec 08, 2006 7:45 pm
by metkillerjoe
Inferno wrote:really and truely i think the HEK tutorial is shitty. it dosent explain shaderat all. took me forever to figure that out on my own.
seriously shaders are one of hte most important parts of the game. they shouldnt leave out something like that.
and also the Hek section that talks about tool errors sucks. it dosent show most of the errors there are. and its anoying.

This might explain it:
HEK and its tutorials were never meant for public release. Just for Bungie employees who were hired because they were so good at what they do.
At least, that is what I've heard.
Posted: Fri Dec 08, 2006 9:06 pm
by adumass
metkillerjoe wrote:adumass wrote:You know they tell you all these errors and how to fix them in the hek tutorial just skip to the part that tells you this..
It's O.K. There should be a section dedicated to errors in the HEK tutorial, but there isn't. So, I understand his dilemma.
The tutorial itself is very outdated. You can learn a lot of basics from it, but to make a nice looking map you'll have to think outside of the box.
But they did list errors for each section at the end of each section, and the hek tutorial wasn't for bungie employees... it couldn't have been if it was then they wouldn't be telling us about the tools needed to make halo maps. They would have access to things like 3dsmax in bungie studios..