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tool puzzler

Posted: Sun Apr 13, 2008 9:53 am
by willtheoct
seriously, tool is the worst thing ever.

think about it... if some edges don't overlap, they have to be spaced out, and, as a result, there will be holes in the level. but no holes AND no overlapping edges is what tool is asking for.

THEY'RE MUTUALLY EXCLUSIVE.

how does anyone make a CE map? what program did they use? did they hex it? did they hex tool? did they memory edit it while it was compiling?

just yesterday, i made a box in gmax. a simple box. i attached it to the frame and gave it a texture. tool said that an edge overlapped. what do i do to edges to make them not overlap, but not make any holes??

so then i thought the sealed world rules meant no BIG holes. so i made extremely small changes.... didn't work.

anyway, i started scaling one of my levels wildly so hopefully the values of the vertexes will be different, and now i have and exception....

debug.txt:

Code: Select all

04.13.08 13:13:24  reference function: _write_to_error_file
04.13.08 13:13:24  reference address: 42ca20
04.13.08 13:13:24  Couldn't read map file './toolbeta.map'
04.13.08 13:13:33  EAX: 0x0337F000
04.13.08 13:13:33  EBX: 0x03280701
04.13.08 13:13:33  ECX: 0x03380000
04.13.08 13:13:33  EDX: 0x00000000
04.13.08 13:13:33  EDI: 0x0012F238
04.13.08 13:13:33  ESI: 0x00000000
04.13.08 13:13:33  EBP: 0x0012F514
04.13.08 13:13:33  ESP: 0x0012F108
04.13.08 13:13:33  EIP: 0x77F8850F, C2 08 00 8B ?????
04.13.08 13:13:33  0042984F ?????
04.13.08 13:13:33  EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c,#979: bsp3d_plane_test_point(plane, point0, NULL)==_bsp3d_plane_test_on
yeah, sometime theres problems with really big models. but my question is this:

how do i edit overlapping edges in a way that doesn't cause holes?

or, if no one can explain, then can someone transform the models i have into a scenario? contact me to help. or post in the Project Zelda Online 2 topic or here.

Posted: Sun Apr 13, 2008 9:57 am
by Cryticfarm
Target weld.

Posted: Sun Apr 13, 2008 10:13 am
by willtheoct
which is/how do i do that?

Posted: Sun Apr 13, 2008 10:21 am
by Cryticfarm
Move one of the overlapping edges aways, which should make a gap, then in vertex mode, use the target weld and weld the verticies from the moved edge to the not moved one.

Posted: Sun Apr 13, 2008 10:51 am
by willtheoct
it says it cant update the edges.... and i import the wrl, it shows the dummies in the edges that i just welded together.

Posted: Sat Apr 26, 2008 7:54 am
by willtheoct
sorry for bumping, but perhaps its because its an editable mesh? should it be poly, NURBS, mesh, or patch?

and to clarify my previous post: vertex welding doesn't change anything.

Posted: Sat Apr 26, 2008 8:31 am
by L0d3x
I don't think you target welded decently.

In gmax, where it shows your errored edge, select the vertex at the corner of an errored edge. It is entirely possible that it says something like '3 vertixes selected'.

If this is the case weld them together. You may have to change the weld value number.

Oh and editable mesh should work, as should poly.

Posted: Sat Apr 26, 2008 10:29 am
by willtheoct
well i have gmax, but use 3ds max.

in vertex weld mode, i mode one point away and then move it onto the other point. then they're connected and both get selected and are joined. it says "vertex 1057 selected" and moves all the triangles connected to that vertex whenever i move it.

anyway, there must be something wrong with the model. maybe its the way its built(entirely triangles, imported from WRL 2) or something like that...
http://www.box.net/shared/76yxaitc0o

should anyone figure out whats wrong, or fix it, it would be greatly appreciated and you'd be credited when i release the mod. its for PZO 2.

really, i've tried everything. no matter what, i always come up with errors.

Posted: Fri Jun 13, 2008 7:50 am
by Gothamite
well I downloaded it and I'm starting to fix it. it looks like you need to read the sealed world rules. But it looks good otherwise.

Posted: Fri Jun 13, 2008 9:04 am
by Gothamite
Theres a whole lot more problems than I thought there were. I could fix it ,but it would take hours. you should take a look at the sealed world rules that are in the official HEK tutorial included with HEK. If you want to know more xfire me at ajkills3.

Posted: Fri Jun 13, 2008 6:51 pm
by willtheoct
yeah, i cannot find the sealed world rules. ANYWHERE. i assume it means there are no holes in it.

also, i didn't make these maps, they are part of project zelda online 2, that is, taken out of a zelda game, exported to VRML 2.0, and probably have bugs in em.