This warning means that the geometry is not suitable for the generation. Make sure your model is perfectly enclosed. If no obvious holes or inverted face is found run weld, notice howmany vertexes are gone. redo. Apply to grid (means you define a coars grid size, and let your app snap them to this grid) run weld again. if the vertices removed count is still the same, it must be a hole somewhere or a "wall" with no "thickness" if the count is different, you know the leak was tiny but there.
If the geometry is made of planes with just 6 basic rooms, you should after you've runned a weld command, be able to count the vertices. and compare with the total vertices of your model. To spot tiny leaks visually, what I often do, is set the models render to outline, and zoom till unsane nearby values to locations where vertices are shared with multiple triangles. Another way to make sure vertexes are snaped is to select this group of vertices and snap them together. Allways run optimizing code prior to export such as remove doubles, floating vertices, double faces non triangulated faces etc.. Its also a good practice to set the snap on grid feature on while you edit (something I want to add to Prefab very soon) Notice also that if you do not close the window of the generator when you get this error, that Prefab generates a red box indicating the region where the error is. Due to recursivity, the box may differ greatly in size, yet so far, on my tests, the error was always included in the region the box was defining. Make sure you inspect the main scene before closing the generation panel. I know it's something easy to overlook if you do not have the luxury of a large screen. Hope these tiny tips will help you Fabrice On Sep 15, 2010, at 8:50 AM, le_unam wrote: > hey sorry i dont understand what you mean ... so you think the walls > are not right positioned and there are leaks in my building? i`m sure > there arent. if you say, that this is the only possibility than i will > observe every wall again. > > thank you > > On 14 Sep., 17:08, Fabrice3D <[email protected]> wrote: >> just reload the jpg's both me and David posted just a few messages back on >> this topic. >> observe your model, and look where it doesn't fit in the story. >> >>> 1 hour and im jumping out of the window :P >> >> just before you do that, look how the walls are made around that window, one >> piece or 3 pieces, their thickness... >> >> Fabrice >> >> On Sep 14, 2010, at 3:48 PM, le_unam wrote: >> >>> hmm what do oyu mean with one shape as whole environment? >> >>> fabrice please help me .... what does one-sided portals mean? i >>> created 3 rooms and it worked ... than i did go on and tried again >>> after 6 rooms and it hangs at one-sided >>> portals .................................................................... >>> than i removed all i built after the the rooms so that i have exactly >>> the same scene that worked before and now with the 3 rooms it doesnt >>> worked .... what is that? 1 hour and im jumping out of the window :P >> >>> On 14 Sep., 11:24, bebensiganteng <[email protected]> wrote: >>>> try to only one shape as the whole environment, for texture you can >>>> use UVW unwrap (in 3Ds Max) which i think is a lot easier >> >>>> On Sep 14, 11:52 am, le_unam <[email protected]> wrote: >> >>>>> Hey, can anybody explain, what this means? I started creating my >>>>> building only using planes for bsp/pvs. and when i try to export the >>>>> programm crashes at "removing one-sided portals", but i dont know why. >>>>> i did it the same as i did when using cubes so i dont know why it >>>>> doesnt work with planes. its easier for me to work with planbes >>>>> because of texturing. is it possible to use the bsp/pvs with only >>>>> using planes? can this crash happen when some planes are inverted? but >>>>> i cared exactly this thing, so i dont think that faces are inverted :-/
