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WildYojimbo has contributed to 2 posts out of 469458 total posts (0.00%) in 2,270 days (0.00 posts per day).

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Halo CE Technical / Map Design » OverLapping Surfaces Sep 6, 2013 06:31 PM (Total replies: 12)

No, +sky shouldn't be textured. Your sky and your map are separate entities. Think about this: you designate +sky areas in your map, but later on you also add a .sky file to your map in Guerilla (think calm_afternoon.sky or space.sky).

All +sky is doing is being invisible so that the .sky background will render in its place (basically). What Mootjuh is trying to say (I think), is that instead of putting space bitmaps in your level as the wall textures, you should make a custom .sky and texture the sky using those bitmaps. Then in your level, make your walls +sky so you can see through them into the space-sky. One reason you'd do it this way is that +sky in addition to being see-through also allows light through, as opposed to your current walls which block light completely.

If that's how you want it, feel free to leave it as is, but making a custom sky isn't that difficult, the only thing that may be an issue is setting up the global lighting and scaling the sky to match your level.

Halo CE Technical / Map Design » OverLapping Surfaces Aug 31, 2013 10:31 AM (Total replies: 12)

The imported WRL file is generating objects to help you locate the errors. Imagine them like somebody circling your spelling mistakes on an essay in pencil. Erasing their circles does not make the spelling mistakes disappear in the same way that deleting the WRL objects does not make the errors disappear.

Notice that the objects are white lines surrounding certain polygons. Imagine these like the circles in my metaphor above; There's something wrong with those polygons (from the tool output it looks like overlap is the main problem).

To complete my spell-check metaphor: What do you do when someone points out your spelling mistakes? You can sometimes add/remove a letter to the word to make it correct, or most likely you erase the word and re-write it correctly. In this same way you can patch up open-edge errors by adding polygons, or delete the problematic polygon and remake it, this time correctly (not overlapping).

Now then, once you are done remaking the problematic polygons (in a more correct way keep in mind. Erasing a misspelling and rewriting it exactly the same helps nothing) feel free to delete the WRL objects, since if there are still errors you will need to re-import and things can get cluttered.


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