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Author Topic: Tool compiles half of my collision model. (13 messages, Page 1 of 1)
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ptowery
Joined: Aug 28, 2007

oify


Posted: Dec 2, 2012 01:30 AM    Msg. 1 of 13       
The Collision Model in max:



The Collision Model in Sapien



I tried re exporting it several times in several different ways, using bluestreak jms exporter with region support (because the model has 2 regions) and regular tool, tool has no errors but compiles really fast for some reason. Ignore the debug bounding radius.
Edited by ptowery on Dec 2, 2012 at 01:31 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 2, 2012 01:48 AM    Msg. 2 of 13       
is this a ported model?

i'm wondering this as it looks like maybe flipped faces just.

is glass or something missing from the gaps too?


ptowery
Joined: Aug 28, 2007

oify


Posted: Dec 2, 2012 01:50 AM    Msg. 3 of 13       
Quote: --- Original message by: ally
is this a ported model?

i'm wondering this as it looks like maybe flipped faces just.

is glass or something missing from the gaps too?


It's from Halo 2, the collision model is ported too.


It's the entire top portion of the collision model that doesn't show up in sapien. (the wireframe in picture two)
Edited by ptowery on Dec 2, 2012 at 01:51 AM
Edited by ptowery on Dec 2, 2012 at 01:52 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 2, 2012 01:58 AM    Msg. 4 of 13       
to be honest it's hard to tell by the 3ds max image if it could be flipped faces, because flipped faces show as a slightly darker colour than the normal colour of the polygons.
black is hard to see flipped faces on.

like if i had polygons textured with plain bright red, then flipped faces would look a
slightly darker colour of that red.


ptowery
Joined: Aug 28, 2007

oify


Posted: Dec 2, 2012 02:07 AM    Msg. 5 of 13       
Quote: --- Original message by: ally
to be honest it's hard to tell by the 3ds max image if it could be flipped faces, because flipped faces show as a slightly darker colour than the normal colour of the polygons.
black is hard to see flipped faces on.

like if i had polygons textured with plain bright red, then flipped faces would look a
slightly darker colour of that red.


Well 1, there's no flipped faces, I unified the normals.
2, tool gave me no errors, and it's all 1 object.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 2, 2012 02:09 AM    Msg. 6 of 13       
no idea then, if the polygons were facing the right direction they shouldn't really be missing.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Dec 2, 2012 03:11 AM    Msg. 7 of 13       
You have to seperarely export the top and bottom of the watchtower in order for the collision to work properly, that is what I did when I ported it (I had the same issue). One thing though, how did you pull up the wireframe mode in sapien?


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Dec 2, 2012 05:06 AM    Msg. 8 of 13       
Quote: --- Original message by: killzone64
You have to seperarely export the top and bottom of the watchtower in order for the collision to work properly, that is what I did when I ported it (I had the same issue). One thing though, how did you pull up the wireframe mode in sapien?

Debug_objects 1 for collision.


ptowery
Joined: Aug 28, 2007

oify


Posted: Dec 2, 2012 02:04 PM    Msg. 9 of 13       
It's still not working.





well weird thing is, if i add a perm of the top on the lower region, it gives me open edge errors as if it was never reading the upper region. Is there any documentation on regions in tool for collision geometry?
Edited by ptowery on Dec 2, 2012 at 02:16 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 11, 2012 02:54 PM    Msg. 10 of 13       
I recently ran into this problem myself and figured it out. Separate the two pieces into two objects and link them both to your frame node. Tool should compile it then unless you have open edges and whatnot.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 11, 2012 04:04 PM    Msg. 11 of 13       
Yeah, yesterday was my first time compiling a model like that, it already had the nodes set.

Something worth testing later I suppose.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Dec 12, 2012 09:57 PM    Msg. 12 of 13       
Speaking of Regions Sparked my interest, can someone here explain me a bit how they work? I'm trying to use them but i'm not sure where to start


hoboscience
Joined: Apr 22, 2011


Posted: Dec 15, 2012 10:59 AM    Msg. 13 of 13       
make sure to set your bounding radius at a high enough number

 

 
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