Author Topic: Urgent Help Needed  (Read 1611 times)

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Offline aldo_14

  • Gunnery Control
  • 213
I have a major problem with one of my models.  I completed and glued together all the LODs, debris and shield objects (+44-odd turrets,etc).

Hwever, when I converted to pof format, I get an error message (Error 6010: Too many points in poygon (>20)) , and ye olde shards o' death in FRED2.

Now, LOD0 on its own works ok in Freespace (including the shield).  So I'm assuming there is a poly limit for conversion of models.  Firstly, am I right?  Secondly, does anyone know the limit?

Finally, does anyone know if shield objects count towards this?

NB:  Cob2fs2 does not convert, but Kazans does.

Thanks for any help given  

(edit)
Hmm, noticed that Modelview displays 5 LODs (none of which are viewable) when I load up the model - 0 to 5.  So maybe a debris problem.

Also, the total vertex count = 3380, 4509 faces (from 3d Exploration) for all LODs, debris and shield objects.

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[This message has been edited by aldo_14 (edited 06-22-2001).]

 

Offline The Claw

  • Run! Chickens Incoming!
  • 27
That's... quite a lot of polygons...
 The amount you have to be looking at is per sub-object, AFAIK, on which the limit is about 800.

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Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by The Claw:
That's... quite a lot of polygons...
 The amount you have to be looking at is per sub-object, AFAIK, on which the limit is about 800.


LOD0 - 1800 facess (turreted) - main hull 756
LOD1 - 1200-ish
LOD2 - 300/500 ish
LOD3 - 30-odd
Debris - not sure, 500 total methinks
Shield - 500-ish

LOD0 runs ok with a shield on its own, so I know it can't be that big main hull object.  I'm assuming it's to do with the the toal polys.  I've had higher poly main hulls working.

Possibly could be that i have sub-models on LOD0 and 1.  I fixed a bad name of a debris pices (it was called detail4), but the problems continue.


 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
you know lods are here to make the processor work easier... so a second lod with 1200 polys is quite nonsense...

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Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by venom2506:
you know lods are here to make the processor work easier... so a second lod with 1200 polys is quite nonsense...



I just do it for completism, really -  the main difference is with the lower 2 LODs.

 

Offline aldo_14

  • Gunnery Control
  • 213
I think I have it    

Looks like it is something to do with the shared sub-objects - those on both LODs.  For example, i have a turret named turret01a on LOD0, and turret01b on LOD1.  It only converts when I delete turret01b.

So hopefully I can get the naming right.  If not, I'll just have to compromise.  If anyone can tell me where I'm going wrong, pleae post here.  Cheers  

------------------
Team Member of The Ghost and the Darkness
       [email protected]      
ICQ: 119819902

"Why does it always rain on me?
Is it because I lied when I was seventeen?
....
Even when the sun is shining, I can't avoid the lightning.."


(c)1999 Travis