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problems creating the bsp and scenario
Posted: Tue May 18, 2004 2:49 pm
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
Posted: Tue May 18, 2004 2:55 pm
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

Posted: Tue May 18, 2004 3:01 pm
by silencer88
thanx if anyone else knows anything or how to find these edges then please let me know
Posted: Tue May 18, 2004 3:07 pm
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
Posted: Tue May 18, 2004 5:46 pm
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
Posted: Tue May 18, 2004 6:47 pm
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
Posted: Tue May 18, 2004 7:45 pm
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
Posted: Wed May 19, 2004 10:34 am
by silencer88
? wtf ?
Posted: Wed May 19, 2004 10:37 am
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.
Posted: Wed May 19, 2004 10:54 am
by silencer88
aight thanx man i give it a try
UPDATE: didnt work... any other suggestions?
Posted: Wed May 19, 2004 12:46 pm
by silencer88
HELP plz im desperate
Posted: Wed May 19, 2004 3:39 pm
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.
Posted: Wed May 19, 2004 7:15 pm
by silencer88
thanks man, i redid that crap and it finally works right. thanks for all you help
Posted: Thu May 20, 2004 2:20 pm
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