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DrHenrySaltz   Posted 7th Jun 2006 10:15am
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Post 1 / 1

Been meaning to ask about this for a long time, but anyway...

In the original MaxEd, when I wanted to make (e.g.) breakable glass, I'd just make a flat shape, put a glass texture on it, make it dynamic and assign it FSMs. This would always work fine.

In MaxEd 2, when I make a flat object dynamic and try and export it, I get an error message that reads:

'Level has NOT been exported due to following errors:

HAVOK GEOMETRY ERRORS

::BasementA02::Mesh_19 (dynamic object)
- some vertices used less than three times
- some edges are invalid'

I've tried a couple of things, but have had no luck so far. Can anybody give me assistance on this?

ETA: I've looked in the 'Exporting and optimizations' part of the MaxEd tutorial and found this:

'Some edges are invalid

The dummy material is being used among normal materials in a dynamic object. A face which has a dummy material is not processed at all. So if there are normal materials in the same mesh, it leads into invalid edges between the dummy face and normal face. If the dynamic object is wholly made of dummy materials, it works.

If you have polygons on a dynamic object which you do not want to draw, use the "collision_nodraw" -category.''

However, as my object is flat it only has one material (in the 'glass' category. I therefore cannot see how this would cause my problem.

Or maybe I'm just misunderstanding this whole thing.
   Modified Jun 7th, 10:23am by DrHenrySaltz
Curwen   Posted 7th Jun 2006 11:36am
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Post 29 / 97

That's a problem every MaxEd user encountered when switching to MaxEd2. It's just that 2D objects (i.e. flat glass meshes) aren't handled by the physical engine of Max Payne 2, and as every dynamic object could be turned physical, a flat mesh can't become a dynamic object (or you'll have to disable all it's collisions).

To solve this problem, you'll have to create a thin 3D mesh with only one visible polygon, by assigning a texture from the "Collision_NoDraw" category to the others (you can add any texture you want in the category, but there should be one already in the "textures" folder of the developpement tools). Don't forget to check the properties of the glass texture to enable it on each side of the polygon (can't remember the exact name of the box to tick, something like "Dual side" or "Dual face"), or you'll only see the window on one side of the mesh.

After doing this, the error shouldn't occur anymore.
   Modified Jun 7th, 01:13pm by Curwen



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