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Posted

Well I'm retiring defeated again tonight, If i knew what a singular triangle was, I might have a chance to fix it. This is a retarded plug-in, I must have been lucky yesterday, 3 hours trying to fix errors, what a complete waste of time.

It wouldn't surprise me if the plug-in was deliberately coded to make fixing these errors near impossible, kinda stinks really.

 

The only other workaround i can think of is making a very low poly lake and hiding the edges with a smooth rounded overlay, anything to avoid this moronic error checking. :blink:

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Posted (edited)

Dude do me a favour and try something out, I might be on to something here Do you have Max 2011 ? If not download the demo and open your scene.

 

There's a tool in there called xView, it's in the view's menu. set it to Flipped UVW's

 

I applied an Unwrap UVW modifier in max 2008, and it went nuts, all kinds of funky things started to happen, I selected the face that was giving the singular triangle error and it threw up a system exception, wierd.

 

So i fired up max 2011, loaded the scene, selected xView switched the mode to highlight flipped UVW's, guess which face was highlighted in green ?

The very same face that was giving the singular triangle error in max 2008.

 

Maybe this has nothing to do with triangles, to look at there is nothing wrong with the mesh, but it keeps throwing up the error.

 

I'm sure this has something to do with UVW's, the fact that you delete or weld vert's might actually be inadvertantly fixing the flipped UVW's by taking away the face.

 

Try it and tell me what you see. :geek:

 

Question is why are the UVW's getting flipped ?

 

The plot thickens, dum dum dummmmmmmmm :police:

Edited by spooks2k1
Posted (edited)

Well it's our friend the dreaded boolean that's causing all the problems, but we knew that already. xView just rubs it in and highlights the problems.

 

xView maybe useful for seeing the errors that refuse to be fixed when you get the "Singular Verex" error.?

 

So it's not UVW's, the flipped UV's are a result of the bad vertices and edges, fix the verts and edges and the UV's look after themselves.

 

I don't know, this process causes so many errors it's ridiculous, what makes it worse is there is no definition of and/or a solution to the errors.

 

There seems to be no easy fix.

 

What might work is the Antstitcher script, in theory you could create the lake and terrain meshes independently, then join them using that script. No need for boolean at all. I dunno, I have a feeling it might work.

 

There's also StitchScape import into Unity, Stitch and export maybe ? Not tried it.

 

 

Trust me to pick the biggest bloody lake in Afghanistan to work on :doh:

Edited by spooks2k1
Posted

One thing I have noticed, If you remove the edges from the center of your lake, then cut a grid, it gives the edges somewhere to go when you convert to patch. Less errors and less overlapping faces.

 

gridmesh3.jpg

 

gridmesh4.jpg

 

gridmesh1.jpg

 

gridmesh2.jpg

 

Sort of training the edges, where to go.

 

Granted this is a huge lake, with lots of edges, lots of potential for errors.

Posted

gridmesh.jpg

 

1. Very ugly optimization on this area :(

2. Typical 2008 optimize method this crossed rectangle.

 

I use ProOptimizer method in 2010 and convert back to 2008 the optimized mesh.

 

Sry my english.

Posted

 

1. Very ugly optimization on this area :(

2. Typical 2008 optimize method this crossed rectangle.

 

I use ProOptimizer method in 2010 and convert back to 2008 the optimized mesh.

 

Sry my english.

 

 

Cool , good to know,I hadn't noticed, Yup it's bad and and gets worse over the rest of the terrain.

I did try Polygon Cruncher in max 2008 but, it destroyed the edges, no good at all.

I have Max 11, I'll run it though that when I have this lake building shenanigans sorted out.

 

thanks

Posted

1. Create MESH from STRM 4.1 with 100m/100m resolution.

2. ProOptimize MESH

3. Export 3DS from 2010

4. import 3DS to 2008

5. Fix the MESH bugs and texturize MESH

Posted

Cool, this is much better optimization, the only thing is do you protect or exclude borders ?

Is this what you mean by Mesh Errors using Protect Borders ?

There's quite a big difference in poly count with the two methods.

 

protectborders.jpg

 

 

excludeborders.jpg

Posted
Is this what you mean by Mesh Errors using Protect Borders ?

 

YES. Correct it with manual or script.

 

I use 80km*80km mesh and slice it to 64pc 10km×10km mesh.

Posted
I use 80km*80km mesh and slice it to 64pc 10km×10km mesh.

 

Whoa there cowboy, I'm having enough trouble with 16 pieces :blink:

 

You fix the border errors with a script ? or just the UVW's

 

There are a lot of gaps on all the borders using "Protect Borders"

 

Protect Borders = Better optimization, but ruins the borders, sort of the opposite to what it says.

Posted
It's really not fun. There's no good source of help to make modding this game and trying to help build a community worth the time.

 

I can't even get all the errors fixed to a point where I can export with water.

 

error.jpg

 

Shows up every time. No idea how to fix it or why the hell it needs to be fixed... it's just a triangle. There's no explanation anywhere of what the errors actually are, why they're a problem, or how to fix them. I've tried checking for duplicate vertices, slivers, non-triangular faces, and nothing fixes these errors. This and things like this are so incredibly exasperating and tedious it's unbelievable. It's almost as if it's intentionally arbitrary to try to drive away potential content creators.

 

Why can it not just take the damn object and project the sea bump map on it? What the hell does it care about the particular arrangement of its polygons for?

 

@aaron886 are you still on with this ?

 

What was the error message ? or rather what is the error message ?

Posted

@59th Ducky

 

Too many border errors to fix with the template method, better to use one single plane mesh and split it after displacing and optimizing. No border errors then.

 

@aaron886

I have the export errors worked out, also I've almost figured out the altitude problem. A couple more tests and I think I'm there :smilewink:

Don't give up dude :joystick:

Posted

hi all of you:

 

I´m trying to create spain and part of north of morocco for lomac fc2: I have the tiff and I imported to 3dmax2008. but I have a problem, I have seen this page of spain to catch maps http://www2.ign.es/iberpix/visoriberpix/visorign.html, but I have no idea How can I get them high resolution without a 1000000X1000000 bmp.if someone can help me , please tell me. and I forgot, when I will get high relsolution textures HOW CAN I EXPORT THE TEXTURES TO FC2 IN SMAL BMP LIKE 1024X1024

peyvolt

Posted (edited)
hi all of you:

 

I´m trying to create spain and part of north of morocco for lomac fc2: I have the tiff and I imported to 3dmax2008. but I have a problem, I have seen this page of spain to catch maps http://www2.ign.es/iberpix/visoriberpix/visorign.html, but I have no idea How can I get them high resolution without a 1000000X1000000 bmp.if someone can help me , please tell me. and I forgot, when I will get high relsolution textures HOW CAN I EXPORT THE TEXTURES TO FC2 IN SMAL BMP LIKE 1024X1024

peyvolt

 

 

Check out the Wiki

 

Particularly Slicing Imagery GM

 

Don't worry about the X and Y axis, just input the X axis measurement in both the X and Y, GlobalMapper uses the smaller of the two axis if "Use Square Pixels" in checked.

or you can use Photoshop, but there's a lot more work involved.

 

Still alive! Just proceeding slowly...

 

One step forward, 2 steps back crazy.gif

 

I'm actually making pretty good progress now, except for the altitude issue.

Edited by spooks2k1
Posted (edited)

errorskj.jpg

 

Well production has halted again, I can't figure this one out, I've spent over an hour trying everything and it won't go away. Does anyone know what this might refer to ?

 

thanks

Edited by spooks2k1
Posted

I have a good high resolution page for spain.Any body knwos where is the video what explains "create land"?I had seen somewhere but I don´t the link

Posted

Found a little trick to get smooth lake edges, well not really a trick, just expanding on the overlay method.

Downside is you lose the noise texure, shame really it's a nice effect, it seems overlays have to use the regular _after material for them to display in game.

It means the underlying lake shape can be very basic, less chance for errors, only I can't get it to take noise.

 

screenshot013zn.jpg

 

screenshot014mn.jpg

Posted

I have a wms for spain (global mappaer), it is call pnoa, when I go there, it has 4 layers, the last one is a high resolution, I tried to get a hight resolution maps for spain, when I go to geotiif export, I select in x-axis 14 METERS and the same for Y, 24 bit RGB, in gridding I selected 80000 and 80000 rows and columns, it is slow, I dont know if i´m doing well. if some can help, please, I´m trying to make all country

 

Peyvolt

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