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Thread: Hello H2V Forums/Where'd my geometry go?

  1. #1
    Newbie Mapper Evil_Dude's Avatar
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    Hello H2V Forums/Where'd my geometry go?

    First of all, I'd like to introduce myself. My name's Sam, and I'm quite new to 3d modeling and halo mapping, though I played way too much Halo CE, and loved to mod Halo 1 PC. I've been interested in the idea of making my own map for a while, but until now, haven't had the time to learn. This seems to be the biggest community of halo 2 mappers, so I thought I'd join and say hello. Hello!

    Now, then, onto my first snag that I just, for the life of me, can't figure out. The idea is that I need a way to light the inside of my very unexposed base. Since the theme of the map is to be of human design, I thought I'd start simple: a flouresent light fixture. Problem is, when I export it from 3ds max, my tubes disappear.

    My view of the fixture in 3ds max, and 2 views from sapien.

    *Turns down the emissive power on the light shader (I lit up an entire wall just to see if the light-emitting shader wasn't the culprit, and to see what was going on) to 0.25.*
    0.6 is a bit much, yes?

    So, yeah. What happened to my tubes? Any ideas?
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  2. #2
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    Re: Hello H2V Forums/Where'd my geometry go?

    Try making sure that you link it to b_levelroot
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  3. #3
    Newbie Mapper Evil_Dude's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    They aren't seperate objects. They're attached to the frame, which is attached to the base, which is properly linked to b_levelroot
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  4. #4
    Senior Member Chewy Gumball's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    Are your shaders referencing a bitmap? It looks like they are being welded into nothing from the wireframe ingame and the max viewport. I can't really say why this is happening.
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  5. #5
    Newbie Mapper Evil_Dude's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    The shaders are your standard f_im flat_light_scratchy and the like, plus one custom one, which is just a base map-less white light source (illum_3_channel_opaque). And it works when applied to a wall. It's the only reason this scene isn't totally black.

    I tried rebuilding the surface that the cylinders connect to, thinking I might have built it wrong somehow and that re-doing it would help somehow. Didn't work, but it might provide a little more information:



    If I had to guess, I'd say that there's a minimum face size, below which tool begins to merge faces. Thoughts?
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  6. #6
    Senior Member et_cg's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    Welcome to the forum.

    I don't see why Tool would smash verts... that's entirely sad.

    Do you have the -highquality parameter in your Sapien shortcut?

    Lee
    Last edited by et_cg; July 22nd, 2007 at 11:44 PM. Reason: Ooops.
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  7. #7
    The One and Only TheGhost's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    Hey, welcome to the forums.

    That is very strange indeed. You now have the tubes as a part of the level mesh, and it still doesn't work? What material is being applied to those surfaces? Any chance I could take a look at your 3ds max file?
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  8. #8

    Re: Hello H2V Forums/Where'd my geometry go?

    Try this if you want!
    Give your meterial the name f_il light_50_dkyellow
    and use the texture in data\bitmaps\forerunner\industrial\lights
    then give those tubes a uvwmap and streach the texture so that the whight light part covers the tubes and then in sapien the tubes will be lights!
    G/L
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  9. #9
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    Re: Hello H2V Forums/Where'd my geometry go?

    looks to me as it it's opening an older file, since it's actually displaying different geometry. my guess it didn't update something.

    try removing your current exported/compiled files, and doing it again, amybe it didn't overwrite them properly.

    it's either that, or it's somehow auto-welding the verts in those tubes, check your scale, see if it's not mega mega small.
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  10. #10
    Newbie Mapper Evil_Dude's Avatar
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    Re: Hello H2V Forums/Where'd my geometry go?

    Quote Originally Posted by et_cg View Post
    Welcome to the forum.

    I don't see why Tool would smash verts... that's entirely sad.

    Do you have the -highquality parameter in your Sapien shortcut?

    Lee
    No, i wasn't aware that that was a parameter. Is it necessary?

    Quote Originally Posted by TheGhost View Post
    Hey, welcome to the forums.

    That is very strange indeed. You now have the tubes as a part of the level mesh, and it still doesn't work? What material is being applied to those surfaces? Any chance I could take a look at your 3ds max file?
    http://www.megaupload.com/?d=QNN5NBSM Not sure you'll need to, but here it is.

    Quote Originally Posted by Tweek View Post
    looks to me as it it's opening an older file, since it's actually displaying different geometry. my guess it didn't update something.

    try removing your current exported/compiled files, and doing it again, amybe it didn't overwrite them properly.

    it's either that, or it's somehow auto-welding the verts in those tubes, check your scale, see if it's not mega mega small.
    I think you're onto something. I tried scaling it up to 5000% and isolating it, and it worked fine:


    Why, yes, that is a warthog i randomly shoved in there.
    It does show that I'm pretty sure I tried to have way too much detail for such a small object. Since all the end user should see if they were to study the bulb is "OMG BRIGHT!" It won't matter if I only use 1/2-1/4 as many faces for the cylinder. I'll work on a workaround, but I'm pretty sure I know what I need to do from here. Thanks everyone for the help!
    -Sam
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