You have an option for the grid size default its set to 1 unit. so if you have a hole, where 2 vertices "should" be snapped and there position would be for instance
22.345,10.0001,26.003 and 22.345,10.001, 28.001 In this example, the z value needs to be snapped. depending on the scale of your model this is of course extremly difficult to see with your eyes. with the default value set to 1, z would become respectively 26.000 and 28.000 but if you would set the grid to a higher value they would eventually snap together. do not forget after this, to run the weld command. If the message window doesn't say it removed anything, chances are you have not set the grid a scale that would affect the meshes enough. Also, since its destructive, best practice, is to try with increments once you have the desired fx, redo from original model in one pass with this value. Regarding the warning you get. If it keeps popping up despite your welding/snapping efforts, chances are high you have a hole. Defined in a way that the error detection might interpret it as a vertex/snap issue. Hope this helps you bits Fabrice On Dec 7, 2010, at 2:39 AM, Miguel Kennedy wrote: > Hi guys... > > I have an existing 3ds model that is not aligned to the grid and > because of that I can't generate BSP/PVS from Prefab... > > The model is the house that can be seen here > http://planetasolidario.interactive-theater.com/ > > I tried to use the option vertex -> snap vertexes to grid (whole > scene) in prefab... The model does visually change in Prefab after I > select this option but I still can't generate a BSP tree... It says > it's not correctly aligned to the grid... > > What can I do? > > Is there any way to do this in Prefab? Does anyone know a plugin/ > script for max/maya/blender etc... that can do this and still mantain > uv mapping? > > Any help would be greatly appreciated > > Thanks!