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Posted: Tue Apr 13, 2004 12:37 pm
by Doom_Sniper
o kool! nice job dude! :shock:

Posted: Tue Apr 13, 2004 12:37 pm
by HoboRockAssassin
so i see u got it workin without me
sry i left but i had to get off

and y does it look grey??

anyway ill help u with this as long as it not gonna be sum normal converion
if we gonna try some new things and put it new models and skins and try to do sumthing new than PM me

Posted: Tue Apr 13, 2004 1:00 pm
by XeRoWaVe
because taht part of the level is all grey metal

Posted: Tue Apr 13, 2004 1:01 pm
by CSW_Jakkle
this would be the perfect map for assault... i would get rid of flyers [or just dont put them in] and only have ghost and warthogs and wraiths and the like. put soem of those nifty plasma shields up for cover n the sides too.

OooOOooo and a working light bridge switch panel would be cool. lol.

::MC Runs across Light bridge bravely with flag::
::Light bridge flickers and dissappears::
::MC runs in place for a second Wiley-Coyote style::
::Falls to death::

::Other team Cheers::




lol... okay nvm i have too muhc of an imagination

Posted: Tue Apr 13, 2004 1:22 pm
by HunterXI
does the lightbridge work? did you just follow the tut? how many times have you attempted the sp>mp tut? did you ever consider to stop using morpheus and start using limewire (yea, its on winders)?

Why Degenerate triangle with bad uvs??

Posted: Fri May 21, 2004 12:54 pm
by axeman
I have been busy re-doing bits of my map like adding bridges, tunnels and smoothing out the sharp edges.

Now every 10 mins I usually go through this process which up until now has been fine.

1. Edit my map using 3d max
2. Delete all other instances of my previous files (This stops sapien crashing)
3. Export to JMS file
4. Use Tool.exe structure command to make my 2 tag files
5. Use Guerilla to do my map settings
6. Load my map using Sapien, then run a Radiosity_start to see if its ok

Now this has worked over and over again but for some unknown (to me)reason it dont work no more, and by that I mean.
After succesfully following the above steps I get to a Radiosity_start and I get an error message back saying.

'Radiosity Error : Degenerate triangle [or triangle with bad uvs] see blue in error geometry'

Now I have put in tunnels and a Bridge on my map and altered the landscape a bit, and every time I ran a Radiosity_start upto a point it worked perfectly, but whatever I edit my map now it comes back with that error no matter what I do.

If anyone could just tell me what it means, I can probably work it out, or even better if you have a solution as its doing me head in.

Posted: Mon May 24, 2004 8:15 pm
by gutupio
Awwww yes, this error message is my bane. I call it Gutupio Bane. Well first off check and see if you have degenerate triangles. Tool tells you this when you compile, and if you have been updating every 10-15 minutes like you say, you probably know this. Second cause for this problem, bad UVs. When making your UV Maps for your new bridges, you might have accidentally not selected a triangle. That triangle doesnt have any UV coordinates on it, which sapien doesnt like. Third problem, custom textures. You can get this if you have custom shaders and bitmaps, but they aren't created or compiled correctly. Only things I've seen cause the dreaded Gutupio Bane. If it doesnt help, sorry.

Posted: Tue May 25, 2004 6:51 am
by pharacon
This is a wacky texture bug! You need to put UVM map on your textures because they are getting out of control!!!

I know i spent like 5 hours last night screaming at my machine because of it, then i selected all my poly's and slapped a UVM on it and bammo loaded like a charm! This is of course after rebuilding from scratch 5 times!!!!! :roll:


Hope this helps you out. :D
-Pharacon

Posted: Tue May 25, 2004 9:50 pm
by gutupio
I have come across another problem that causes this. I have a mesh, and if i detatch a couple of faces to apply a different uv map, it causes this problem.

Posted: Tue May 25, 2004 11:41 pm
by rec0
If you apply two UVW maps to the same object, for example from edit mesh, to apply different maps to different faces, you also get this error. Only one Uvw map per object...

Posted: Thu May 27, 2004 12:11 am
by [35] ptr
just realign and fit your textures and you are fine. To find the wrong texture, look in debug.wrl. All the wrong faces are blue.

Posted: Sat May 29, 2004 2:07 pm
by axeman
To answer my own question, I seem to have come across the solution (it works for me anyway)!!

Right if you ever go back to change a level that you have put smoothing and a uvw map on, be sure to take off the smoothing and uvw map before you start re-modelling, then when you have made your changes re-apply the smoothing and uvw map and it should work. :wink: