Author Topic: PCS2 User to User Help  (Read 109514 times)

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Offline z64555

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It's... odd, I dunno.

In some cases, the multi-texture works but in other cases it doesn't. I'll have to try importing several texture cube with different settings to see what's going on.
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Offline mjn.mixael

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Are you using 3ds Max?
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Offline z64555

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chief1983

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Offline mjn.mixael

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Ok, well then we need to clear up some terms.

A 'multi-texture' in 3ds max refers to what is actually called a 'multi-material'. It is a material that has several bitmaps (or other kinds of Max textures) assigned to poly groups. There's two ways to set this up.

1: Create the multi-material and add all your bitmaps, apply it to the object. Then go through and reassign poly group numbers for each poly.

2: Assign bitmaps to whatever polies you'd like on the object. Use the material grabber to get the object's material. You'll notice that it is made into a multi-material automatically.


Now, PCS2 (and FSO) does not understand the concept of a multi-material per-say. It assigns bitmap textures to the polygons based on your assignment in Max. Basically, a multi-material is 3ds Max's way of organizing textures into a single material for you to work with easily.

The_E seemed to think that you were asking about assigning multiple bitmaps to a single poly, which can't be done. (As far as I understand, that can't be done in any 3D app without specifically using composite type materials.)
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Offline z64555

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Ah, ok. I've been using the first method you mentioned for the past couple of days, and have been getting good results. Thanks to all for the help.
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funtapaz: Hunchon University biologists prove mankind is evolving to new, higher form of life, known as Homopithecus Juche.
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Alright now I've got a question regarding docking points. I'm having problems with ships (containers) not docking correctly, they're offset by a considerable degree from where they should be connected.

Helper goes to the center of detail0, dockpoint goes to the center of Helper, and the dock points go where you want the dock to be, correct? 
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Offline zookeeper

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Alright now I've got a question regarding docking points. I'm having problems with ships (containers) not docking correctly, they're offset by a considerable degree from where they should be connected.

Helper goes to the center of detail0, dockpoint goes to the center of Helper, and the dock points go where you want the dock to be, correct?

Well, yes. However, as far as I know, it doesn't really matter as long as PCS2 shows them in the right locations. Here's how I set them up in max:

[attachment deleted by a basterd]

  
Does the paths matter when you dock them via FRED?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline zookeeper

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Does the paths matter when you dock them via FRED?

You mean when you set a ship as already being docked? No, shouldn't matter. But if the ship undocks, then it'll follow the docking path in reverse (or at least it's supposed to; dunno if the AI quirks relating to that have all been fixed).

 
Ya, I'm not worried about paths just yet.  Also what specific point on the dockie gets used? It's own docking point, the center of the model?

Hmmm easiest way to explain it:   Dockie's ??????  X,Y,Z=Docking Point X,Y,Z
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Offline headdie

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there are two objects in each docking point, these are used to determine two things, the alignment of the docking point and the centre point between them is where the docking ships "meet".

so both ships use the selected docking points for each ship and the docking procedure ends when these docking points of the two ships touch.

I believe that when the two objects are too close together it can cause issues but i have had no problem with a separation of 1.0 or more
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Hmmm it seems docking points will never line up correctly between two ships, looks like you need to really fudge around with them  :blah:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline mariomix10

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Hey couldn't find a more appropriate topic to post in, but, I wanted to know, how the heck can I import my objects from blender into a pof file? :confused:
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Offline Rodo

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el hombre vicio...

 

Offline mariomix10

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Offline rhettro

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Re: PCS2 User to User Help
Hey couldn't find a more appropriate topic to post in, but, I wanted to know, how the heck can I import my objects from blender into a pof file? :confused:

FreeSpace Freak's tut is still the gold standard: http://www.hard-light.net/forums/index.php?topic=74591.0

Last time I checked, the latest build of PCS2 could take Collada format models from the latest version of Blender. In general you want your Blender object to be named "detail01" and you want to export the object as a Collada file (i.e. DAE).

 

Offline JGZinv

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Re: PCS2 User to User Help
Let's assume that I have a stupid large model (cough*63mbdae*cough*), and I have gotten it as far as displaying in PCS2.
I have the latest build, as well as a couple previous...

Do not have said stupid large model rigged, nor do I want it rigged, just a detail0 going from dae to pof.

PCS2 simply doesn't move the progression bar after a point. It's not frozen according to the task manager,
but it's doing nothing but eating memory in 8 to 24K chunks. CPU usage is at a constant 25%.


Should I wait forever to see if it will finish, or can we believe this is simply too much for pcs2 to process?
ie. does PCS2 know when to quit if it's locked in a loop, or will it just eat ram into infinity...?

I can save to other formats like pmf and back to dae just fine.

For that matter, what's the largest object anyone has ever converted?
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Offline pecenipicek

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Re: PCS2 User to User Help
Let's assume that I have a stupid large model (cough*63mbdae*cough*), and I have gotten it as far as displaying in PCS2.
I have the latest build, as well as a couple previous...

Do not have said stupid large model rigged, nor do I want it rigged, just a detail0 going from dae to pof.

PCS2 simply doesn't move the progression bar after a point. It's not frozen according to the task manager,
but it's doing nothing but eating memory in 8 to 24K chunks. CPU usage is at a constant 25%.


Should I wait forever to see if it will finish, or can we believe this is simply too much for pcs2 to process?
ie. does PCS2 know when to quit if it's locked in a loop, or will it just eat ram into infinity...?

I can save to other formats like pmf and back to dae just fine.

For that matter, what's the largest object anyone has ever converted?
try cutting up the mesh into smaller chunks. i find that PCS2 chokes when detail0 is omfg hueg when saving to pof.


also, 64k i think? crashed the game when fired upon or collided with at one point. but collision detection got better.
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Offline JGZinv

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Re: PCS2 User to User Help
Well we're looking at Triangles 525363... 294800 polies

But yeah I'm thinking that cutting this thing up in 100K poly chunks, probably 3 of them... then maybe setting it up like
a docked together station would be the only way to do it. At that size, I could do LODs and get it at the proper scale with the
rest of the detail. I actually had to do 50% scale cause max's dae exporter won't produce the full size model in one chunk.

Zacam mentioned the newer Hades is 105k polies at lod0 and was difficult to get through.

And to answer my own question... I think PCS2 eats ram into infinity... cause it was up to 640MB usage before I called it quits this last time.
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Offline pecenipicek

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Re: PCS2 User to User Help
Well we're looking at Triangles 525363... 294800 polies

But yeah I'm thinking that cutting this thing up in 100K poly chunks, probably 3 of them... then maybe setting it up like
a docked together station would be the only way to do it. At that size, I could do LODs and get it at the proper scale with the
rest of the detail. I actually had to do 50% scale cause max's dae exporter won't produce the full size model in one chunk.

Zacam mentioned the newer Hades is 105k polies at lod0 and was difficult to get through.

And to answer my own question... I think PCS2 eats ram into infinity... cause it was up to 640MB usage before I called it quits this last time.
i'm curious. could you send me the mesh over and let me try and do some magic with it? i know C4D's exporter does its job fine in that regard.
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Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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