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think I got it

Posted: Fri Jun 25, 2004 2:23 pm
by akmassassin
ok, for everyone that as a prob with radiosity, that ure map is always grey and u dont seem to find the answer to it, i think i found a few answers:

when i doned correcting all my errors in 3ds max, i compiled my map. but there was still a warning in tool:

### WARNING found nearly coplanar surfaces (red and green).

DO NOY IGNORE THIS.

Still ure map will be compilable, but thats y the radiosity dosent work.

Why? Because try this: when youre done correcting your map in 3ds max, create bitmaps tags with tool (KEY: tool bitmaps levels\yourmap\bitmaps) but make sure u have the right bitmaps in that folder, then go create shaders_evironement with each of ur bitmap tags (kirks4 tutorials) and save your shaders in the right folder (levels\yourmap\shaders). then compile your map with tool, ignore the error, and go to guerilla open your scenario tag and make your changes (sky....) save that and INSTEAD of going in sapien to run your radiosity, go run it in tool (yes it works!!(THX to LiN

Posted: Fri Jun 25, 2004 2:36 pm
by ssjgogetta
I had a similar problem, and there was something different wrong. Sapien wouldn't count down. Anyway, my problem was that when I made the sky tag, I didn't put in any radiosity values.

Posted: Fri Jun 25, 2004 2:58 pm
by LiN
Eyyy, thanks for the credit 8)

But the real credit goes to a dude called colin, who submitted this to gearbox forums, and can now be found on the Halo Wiki here:

http://wiki.fpsgamers.se/index.php/Halo/TipsTricks2

Also, I thought about this problem, cos I had it before, and have since fixed it. Here's my solution:

http://gbxforums.gearboxsoftware.com/sh ... 0821239012

(my post in the 3rd page of that thread)

Basically, you know tool outputs a wrl file? Well sapiens outputs one too - debug.wrl. That will show you the location of the 'coplanar surfaces' if tool's one doesnt. The fix is really simple - try what I suggest in that thread, cos although tool radiosity may get around the problem, it doesnt fix it, and that bugs me :shock:

Gd job tho! & Thanks for posting when u fixed it with the solution!!

Spread the knowledge!!

Posted: Fri Jun 25, 2004 3:19 pm
by akmassassin
thanx LiN

Posted: Fri Jun 25, 2004 3:41 pm
by Griff
hehe damn error..

taken me a while to hack it but at least everything is sorted now...

anyway.. I get this ### WARNING found nearly coplanar surfaces (red and green) and ignore it as I for some reason the dodgy faces don't appear in either my debug or plethora.wrl

I fixed the "radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in error geometry)failed" that I had on my cliff (3 faces) by detaching the whole cliff and re-uvmapping it..

I can run radiosity sucesfully even with this error although obviously it would be better to fix it :wink:

Posted: Sat Jun 26, 2004 4:09 am
by akmassassin
for me, I just wake up right now and Ive let the radiosity process all night with tool and its still not done!! lol Ok but LiN

Posted: Sat Jun 26, 2004 4:41 am
by SteelixB
I really dont think thats the cause of the error, Sniper Canyon had coplaners, but that was compiled successfully. The problem is exactly what it says, degenerate triangles or bad uvs, everytime Ive got that error it has been bad UVs. Degenerate triangles are mentioned when compiling with tool. The problem is therefore bad UVs

still... I could be wrong

Posted: Sat Jun 26, 2004 4:44 am
by Griff
mine works both in tool and sapien.. but takes much longer in sapien than with tool...

Id have to agreee that it's something more to do with uv maps..

Posted: Sat Jun 26, 2004 8:25 am
by akmassassin
thanx for your knowledge :roll: :wink:

ill check UVs, if my map doesent work, but now my radiosity is at 0.001002!!!!! just a few minutes.... but do I load my scenario in sapien after??? will my map apear in it??????

Posted: Mon Jun 28, 2004 12:38 am
by LiN
Yep it will. Just load up the scenario tag as usual. You will only need to redo radiosity if you add scenary or change level geometry.

btw: for pre-release maps, run radiosity to 0.5 as you get the idea, but its far quicker. You only need to go to 0 if you want all environmental effects, such as indoor lights etc...

:D