Author Topic: PCS2 User to User Help  (Read 109465 times)

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Ok 'ill do that, thanks again for your time!  :nod:
 
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Hello there!

Ok, I've got following problem.

I've made a Modell out of Truespace 7.6. Now, I want to convert it from *cob to *pof. But the textures are gone after I've converted it. JPEG/DDS/TGA etc. are all in the FS2 Main Directory. How could I fix this?
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I'm Sorry for my quite bad English, I'm German.

 

Offline FUBAR-BDHR

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Well first the model should be in data\models and the textures in data\maps. 

Do they show up in PCS2?  Are you saving as object using version 6.0 format?  Did you set up the header info in PCS2?  Are the textures listed in PCS2?
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The Model shows up, but not the textures. There's only a black Model.
No, I don't save as 6.0 I only save them as a *cob. The textures are not listed in PCS2. Thanks for your answer though.:)
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Offline pecenipicek

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Hello there!

Ok, I've got following problem.

I've made a Modell out of Truespace 7.6. Now, I want to convert it from *cob to *pof. But the textures are gone after I've converted it. JPEG/DDS/TGA etc. are all in the FS2 Main Directory. How could I fix this?
you have to use the truespace 6.0 cob format. 7.6's default cob format has changed the way it stores UV map data, so PCS2 cant read it properly.

read through here if you're stuck in a nasty way.
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Not entirely PCS2-related, but meh. How to fix inverted bounding boxes?

 

Offline chief1983

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Clear BSP data and resave with PCS2?
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Offline FUBAR-BDHR

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Save as .cob and reload works too.  

One thing to be careful of is the normals after fixing the bounding boxes.  Last model I fixed ended up with all the firing points pointed toward the ships hull. 
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Offline chief1983

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Ugh, I still think using the cob format is asking for trouble with most models.  You'll lose something almost certainly.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Ok, thanks. Didn't even need COB ;)

 

Offline Water

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Ugh, I still think using the cob format is asking for trouble with most models.  You'll lose something almost certainly.
I'd have to disagree, Cob is still fine. In fact using cob, PCS2 error checking will catch and repair faulty Max dae  exported mesh/texture problems. So if you have a dae conversion that is crashing FS a side trip through cob will likely help.

 

Offline FUBAR-BDHR

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It does seem to loose smoothing data from Max but so does .dae in when opened and resaved from blender.   

Another thing it looses and/or screws up are turret rotation axis and fov.  This is easy to just enter again.  Everything else it looses can be brought back in using a global import from the original .pof.  At least the stuff I've run into can.
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Offline chief1983

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Since FotG's modelers mostly use Max, anything that causes us to lose that smoothing is something we can't do.  It's pretty important on most of our models.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Water

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You're right, I was thinking more in terms of fault finding and didn't think it through. All my Blender exports still go out as cob to PCS2.

 

Offline Droid803

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Hmm...I think something's messing up with my PCS2.
Whenever I try to view a model's subpbjects, I get some "Flaming Graphics Error of Doom" and it tells me to "report it...or else..."
I'm not using it any differently except that I accidentally hit "Query OpenGL" once today. (I've never hit it before).
I figured I might as well report it since it told me to.

versions 2.0.3 stable.
(´・ω・`)
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Offline FUBAR-BDHR

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Did you turn on use use OpenGL VBOs if available?  I had that happen when I tried that option once. 
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Offline Droid803

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That was it.
What does that option do anyway? (and more importantly, how did it suddenly turn on :nervous:)
(´・ω・`)
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Offline FUBAR-BDHR

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Apparently it makes PCS2 go nuts.  That's all I've found it good for. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Droid803

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Noted. I'll steer well clear of it in the future.
I probably hit it by accident trying to add a texture directory or something.
(´・ω・`)
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Offline headdie

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Ok can some one spot where I have gone wrong

I am using
Blender 2.49a
PCS 2.0.3
+ files recommended in the Blender to POF Conversions FSWiki entry

the issue is that i seem to loose scale when going from blender to PCS2 via .dae but only on the detail object everything else seems ok,  the two images show what the ship looks like in blender and what it looks like in PCS2 with the shield object selected for comparison which as far as i can tell is ok  the effect seems to be shortening on the y axis with a small increase on X and Z (so the ship is shorter, fatter and wider)

in blender i am using one square to one FS meter so the ship should be around 20 meters long 24 meters wide and 4 meters high with the shield mesh running 24L,30W,6H

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