Map2Dif Errors and solutions
by FruitBatInShades · in Artist Corner · 11/23/2004 (2:18 am) · 23 replies
Please use this thread to ask any questions or provide feedback. I want to keep the main thread as a clean resource/tutorial.
This is an old thread I am moving to the art forums. This is just a place for me to share problems and solutions I have found with quark and map2dif, I hope you find a solution to your problem here :o)
StairMaker
Using the new stairmaker in Quark 6.4 produces stairs that generate winding errors. Go to the stairmaker and select 'Old style' and this seems to solve this problem.
Winding Errors
Bad Winding errors are quite common and seem to be related to the scale of textures on small faces. When doing things like furniture I seem to get this error quite often.
I originally thought it was down to the small faces. To keep the textures even I usually put the base texture on 1 face and wrap texture. It seems that this can cause problems and rectifies itself if you scale the texture to face but this means the textures are not to scale on all faces :(
It seems that when a face is intersected by too many other brushes you get winding errors. Check that not too many brushes touch others in a detailed map, such as lots of beams or railway tracks.
This error is also generated when you have triangular brushes touching each other (try the stairmaker in 6.4 to see and example). Thin areas of polys are fine on their own, but put a few together (Glue) and map2dif gets confused.
Always use the detail entity for any objects that do not need to cause surfaces to divide, these are things such as decorative objects (tables, chairs etc.) and structural items that do not need to create a new poly (i.e wodden beams on a cieling, a bar, a fireplace).
The dreaded coplanar node error!
This would seem to be a rounding error, if you turn floating point off, it dissapears. Most of these errors I have resolved by looking for overlapping faces. These don't often appear in the editor as they are usually 0.00001 of a float. Try glueing and tagging the faces in the affected area. This seems to resolve about 50%, when I solve the other 50% I'll let you know :)
I've just solved a load of coplanar errors, but this is a fudging technique and doesn't help you stop them in the first place :( It seems that this error is generated for another reason. Where my maps have been failing and I could not find overlapping faces, I tracked down the faulty brush by old fashioned hard work.
This error seems to get generated when a series of brushes with differing angles meet. I will provide details in the tutorial but for know find the offending brush and reduce the angles it covers.
This is hard to explain but when a brush thats does not have 90 degree angles, meets a series of other brushes, that do not have 90 degree (How do I do that degree circle?) angles, map2dif seems to get confused. I have had to cut the offending brushes so they are simpler and do have 90 angles.
This is an old thread I am moving to the art forums. This is just a place for me to share problems and solutions I have found with quark and map2dif, I hope you find a solution to your problem here :o)
StairMaker
Using the new stairmaker in Quark 6.4 produces stairs that generate winding errors. Go to the stairmaker and select 'Old style' and this seems to solve this problem.
Winding Errors
Bad Winding errors are quite common and seem to be related to the scale of textures on small faces. When doing things like furniture I seem to get this error quite often.
I originally thought it was down to the small faces. To keep the textures even I usually put the base texture on 1 face and wrap texture. It seems that this can cause problems and rectifies itself if you scale the texture to face but this means the textures are not to scale on all faces :(
It seems that when a face is intersected by too many other brushes you get winding errors. Check that not too many brushes touch others in a detailed map, such as lots of beams or railway tracks.
This error is also generated when you have triangular brushes touching each other (try the stairmaker in 6.4 to see and example). Thin areas of polys are fine on their own, but put a few together (Glue) and map2dif gets confused.
Always use the detail entity for any objects that do not need to cause surfaces to divide, these are things such as decorative objects (tables, chairs etc.) and structural items that do not need to create a new poly (i.e wodden beams on a cieling, a bar, a fireplace).
The dreaded coplanar node error!
This would seem to be a rounding error, if you turn floating point off, it dissapears. Most of these errors I have resolved by looking for overlapping faces. These don't often appear in the editor as they are usually 0.00001 of a float. Try glueing and tagging the faces in the affected area. This seems to resolve about 50%, when I solve the other 50% I'll let you know :)
I've just solved a load of coplanar errors, but this is a fudging technique and doesn't help you stop them in the first place :( It seems that this error is generated for another reason. Where my maps have been failing and I could not find overlapping faces, I tracked down the faulty brush by old fashioned hard work.
This error seems to get generated when a series of brushes with differing angles meet. I will provide details in the tutorial but for know find the offending brush and reduce the angles it covers.
This is hard to explain but when a brush thats does not have 90 degree angles, meets a series of other brushes, that do not have 90 degree (How do I do that degree circle?) angles, map2dif seems to get confused. I have had to cut the offending brushes so they are simpler and do have 90
#22
THis should never happen: 0 verts in vis link
i check all my stairs to old style.... BANG it worked thanks ppl
09/01/2005 (11:08 pm)
I have the error THis should never happen: 0 verts in vis link
i check all my stairs to old style.... BANG it worked thanks ppl
#23
I newed a torque map, but I nothing besides a carmera direction small point in the views.
I tried to open a landtower_0.map in example\starter.fps\data\interiors\towers, I was told :
"QuArK has found 1549 invalid polyhedron face(s) in this file. Look for 'Broken face' icons in the list. QuArK has found 262 invalid polyhedron(s) in this file. Look for 'broken polyhedron' icons in the list."
I tried to new a cube, it shows 0 faces, less than 4 sides. I think all have got are zero faces, Does anyone know what's going on?
09/12/2006 (1:50 am)
Using QuArk,in torqeu mode,I newed a torque map, but I nothing besides a carmera direction small point in the views.
I tried to open a landtower_0.map in example\starter.fps\data\interiors\towers, I was told :
"QuArK has found 1549 invalid polyhedron face(s) in this file. Look for 'Broken face' icons in the list. QuArK has found 262 invalid polyhedron(s) in this file. Look for 'broken polyhedron' icons in the list."
I tried to new a cube, it shows 0 faces, less than 4 sides. I think all have got are zero faces, Does anyone know what's going on?
Torque Owner Daranok