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
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.