Hi to all.
I've tried to build or modify one of halo vehicles, but I'm staked at one point: compiling collision-geometry. It's a sort of human cargo (seat nodes from pelican).
All the other files were compiled sucessfully, exept collision-geometry.
The Tool error msg is:
C:\Program Files\Microsoft Games\Halo Custom Edition>tool collision-geometry vehicles\warthcargo
Couldn't read map file './toolbeta.map'
### collision-geometry.JMS
### warthcargo-collision.JMS
### ERROR couldn't update edge #311 (red).
### ERROR couldn't update edge #312 (red).
### ERROR couldn't update edge #311 (red).
### ERROR couldn't update edge #312 (red).
### ERROR couldn't update edge #237 (red).
### ERROR couldn't update edge #241 (red).
### ERROR couldn't update edge #241 (red).
### ERROR couldn't update edge #237 (red).
### ERROR failed to build collision geometry.
### ERROR failed to import collision bsp.
### ERROR couldn't import permutation 'collision-geometry' of node 'frame'.
### ERROR failed to import collision model 'vehicles\warthcargo\warthcargo'.
C:\Program Files\Microsoft Games\Halo Custom Edition>
I exported .JMS to model dir, .JMA to animation dir, collision geometry.JMS to physics dir, the shaders are from warthog stuff.
The nodes are linked as follows:
Can any1 who has more experience in halo vehicles, help me please? What I'm doing wrong here(some node stuff maybe)!?
NEW vehicle: Warthcargo
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First off, the model has to be closed entirely, no open edges, and no overlapping edges. Second the model and collision model both need to have the exact same frame count and positioning, you can't delete ones that you think aren't important. Third, physics and collision model are compiled separately. First extract the normal collision model and compile it as collision_geometry then go back, remove markers, add physics markers, and compile as physics.
Thanks man for replying,
1)I imported the base mesh & nodes from warthog gbx model.
2)edited the mesh, turning it in warthcargo (there are some open edges that comed from the initial warthog mesh)
3)Imported the seat nodes from pelican gbx model for the cargo seats.
4)I've added a skin modifier to the warthcargo and added all the nodes with name prefix frame..... Linked all other #nodes + warthcargo to the main frame.
5)exported .jms to model dir and collision_geometry.jms to the physics dir.
The max scene for the physics contain only #nodes that I copied from the MASS rollout from the warthog.physics tag. These were linked to the main frame too.
I compiled every other file necesary, even the .physics tag. Only the collision-geometry gives me error msg! Maybe Ihave to reconstruct all the vehicle, because there are many open edges left from the inital gbx import...
1)I imported the base mesh & nodes from warthog gbx model.
2)edited the mesh, turning it in warthcargo (there are some open edges that comed from the initial warthog mesh)
3)Imported the seat nodes from pelican gbx model for the cargo seats.
4)I've added a skin modifier to the warthcargo and added all the nodes with name prefix frame..... Linked all other #nodes + warthcargo to the main frame.
5)exported .jms to model dir and collision_geometry.jms to the physics dir.
The max scene for the physics contain only #nodes that I copied from the MASS rollout from the warthog.physics tag. These were linked to the main frame too.
I compiled every other file necesary, even the .physics tag. Only the collision-geometry gives me error msg! Maybe Ihave to reconstruct all the vehicle, because there are many open edges left from the inital gbx import...
- wanksta
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just build a collision mesh seperetely. model it so that it is
A: ) using as few polys as possible
B: ) has NO open edges whatsoever
C: ) has no edges with more than or less that 2 faces attached to it.
A: ) using as few polys as possible
B: ) has NO open edges whatsoever
C: ) has no edges with more than or less that 2 faces attached to it.
Sig may not be animated.
Lol you got me in like 3 minutes!
Oh wait... I'm banned.... well not funny anymore...
Lol you got me in like 3 minutes!
Oh wait... I'm banned.... well not funny anymore...
collision model just take a box model and model it around the vehicle. intrude parts where you want cheif to beable to walk and you dont need to intrude for small spaces like between the hull and tires. create cylinders for the tires and dont let it touch new hull. also it looks like you just too the hog and added a pelican interior...
Signature over file size limit of 75kb, please read the rules.
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Don't Cry Just Go Die!
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Ok, I reduced and closed any open edges tothe model and exported to physics. Finally the collision-model was compiled. With great curiosity I opend Sapien and when I try to load warthcargo - an error apiers something saying warthcargo will not be collidable. I placed it to the ground and when I select warthcargo, Boom Sapien-crashhh! There is no red text in the files and dont know what is the problem!..
- wanksta
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post the entry from your Debug.txt ( its in your halo ce directory) we wont know whats wrong until you do.
but as a guess...
you probably forgot to add the collision and stuff to the vehicle tag.
but as a guess...
you probably forgot to add the collision and stuff to the vehicle tag.
Sig may not be animated.
Lol you got me in like 3 minutes!
Oh wait... I'm banned.... well not funny anymore...
Lol you got me in like 3 minutes!
Oh wait... I'm banned.... well not funny anymore...
- Cryticfarm
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