How do I find where my open edges are in my map, it says I have 3 open, but I have no idea where to find them.
Is there anyway you can use a opion to locate them and fix them?
Open Edges
I'll just quote my reply to a similar question in another thread and modify it a bit:
Hope this helps ya man.
there is a function that will show you exactly where every single error is. Select the main mesh, then goto your modifier list. Pull down the menu and select "STL check". Scroll down the options that now show up and check "select edges" if you suspect open edges, and check "Select faces" if you suspect completely degenerate triangles. Then check the box next to "check". It will then highlight any edges that have errors in red. Be sure to run this often as you construct your maps, as it can help you avoid huge headaches with mass errors later in their contruction.
Hope this helps ya man.

Whassup superfly, its me - AssOnFire
I got that open edges thing nailed. What you do is you import the WRL file that tool creates into 3DS. To do this, you go file->import, select file type VRML and import the file called mymap.wrl where mymap is err, the name of your map.
Now, deselect everything in your 3DS environment and press 'h'. Up pops the objects list. A bunch of objects have been added that highlight the exact areas where there are problems. These are called VRS01 or something like that. Select them all.
Now, in your viewports, jump to a location where the selected error geomoetry is. Edges are quite discrete, so a thin white line may well be concealed by your objects. Rotate views (in particular perspective) and if needbe move the selected error objects a few points just to see where they are.
In the perspective view with the errored geometry in view, you have to try to locate that open edge. An open edge as described by the HEK tutorial is:... (Find it under level compilation in HEK tut)
Fix them one at a time by jumping to the location, inspecting the geometry and if necessary, deleting and re-creating faces. Remember to re-apply materials, smoothing groups and UVWmaps after editing faces. Sometimes a hole in the level is simply created because you accidentally moved a point. If this is the case, just move it back (it has to be exact - so if you moved your point in the z-axis and it has a value of 10.678 and all others in the same plane have 5.7 or something, just give that point a z-value of 5.7).
Once you have fixed them all, hit 'h' again, select all the error geometry, delete it, save your 3DS file and re-export. If more errors turn up in tool you can import them as before and look for the solution in the HEK tut.
Good luck

I got that open edges thing nailed. What you do is you import the WRL file that tool creates into 3DS. To do this, you go file->import, select file type VRML and import the file called mymap.wrl where mymap is err, the name of your map.
Now, deselect everything in your 3DS environment and press 'h'. Up pops the objects list. A bunch of objects have been added that highlight the exact areas where there are problems. These are called VRS01 or something like that. Select them all.
Now, in your viewports, jump to a location where the selected error geomoetry is. Edges are quite discrete, so a thin white line may well be concealed by your objects. Rotate views (in particular perspective) and if needbe move the selected error objects a few points just to see where they are.
In the perspective view with the errored geometry in view, you have to try to locate that open edge. An open edge as described by the HEK tutorial is:... (Find it under level compilation in HEK tut)
Basically, if you have two faces that dont quite meet, a missing face, or you have accidentally moved a vertex so a hole is created, tool will flag an open edge error.There is an open edge in the level.
Typically, there is a "hole" in the level that is preventing the level from satisfying the Sealed World Rules and therefore the level cannot compile successfully.
Fix them one at a time by jumping to the location, inspecting the geometry and if necessary, deleting and re-creating faces. Remember to re-apply materials, smoothing groups and UVWmaps after editing faces. Sometimes a hole in the level is simply created because you accidentally moved a point. If this is the case, just move it back (it has to be exact - so if you moved your point in the z-axis and it has a value of 10.678 and all others in the same plane have 5.7 or something, just give that point a z-value of 5.7).
Once you have fixed them all, hit 'h' again, select all the error geometry, delete it, save your 3DS file and re-export. If more errors turn up in tool you can import them as before and look for the solution in the HEK tut.
Good luck

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