Author Topic: PCS2 User to User Help  (Read 109481 times)

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Oh thanks you very much!
and another questions but it's not fully pcs2 related, it s about turret rotation and the check hull flag, i ve noticed that some of my turret continue to rotate through it s parents ship's hull...
My guess is that the check hull things detect collision with the firing point only and not the arm model, am i right?

and the last one :
Is there a property or a table flag to set a maximum rotation speed? because big canon moving like a flak turrret looks weird  :p
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Yes it only checks for firing.

The rotation speed is set in the tables for each subsystem.   
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 Quanto

  • 28
  • Permanent Nostalgia Goggles
Alright, its Wednesday, two days before my Model Import Deadline, and I've hit a snag.
I'm making this post in two threads, the Stellar Assault thread, and the PCS User to User thread. Hopefully an expert will have an answer in one of them.

I followed "JGZ’s Max – PCS2 – FS2 Rigging Tutorial" as much as was possible (some things about textures and scene roots were not mentioned in it) and ended with these results in Max. As far as I know; how it's supposed to end.
Materials

Object List & Wireframe

I also finished the model hierarchy as best as I knew.
Here it is for your viewing.
3DS Max Schematic View


After all that work, the Collada exporter poops itself and leaves me with this...
PCS2 Results

lvlshot tags are n times better than img tags. --Jeff Vader

Just to clarify, even though all of you have only seen my work in Silo up until now, I would like to point out that I am EXTREMELY familiar with Max and it's interface. (I learned my modeling in max, and I've done organic character modeling in max long before I ever done anything in Silo.) So while there may still be a lot of things unknown to me in Max, I am by no means a total newbie.
However, I am an EXTREME noob towards PCS2. As well as the Collada format.
I did my research and I tried some of the things mentioned in the "Max to PCS2 tutorial (Plus ideas how to make work simplier)" Thread and tried
Quote
27.   Do a search and replace

    * a.   Search for:   -node”   (include the quote)
    * b.   Replace with:   “ (just the quote)
    * c.   This gets rid of any “detail1-node” and replaces with with “detail1”
    * d.   Save
that just before opening the file in PCS2, and Notepad++ said there was no " -node" " in the file. So I shrugged and went about my business. However, I suspect that may be part of my problem.
Also, here's a text snip of the dae code:
Code: [Select]
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                  <instance_material symbol="Material__28" target="#Material__28"/>
                  <instance_material symbol="Material__29" target="#Material__29"/>
                  <instance_material symbol="Material__30" target="#Material__30"/>
                  <instance_material symbol="Material__31" target="#Material__31"/>
                  <instance_material symbol="Material__32" target="#Material__32"/>
                  <instance_material symbol="Material__33" target="#Material__33"/>
                  <instance_material symbol="Material__34" target="#Material__34"/>
                </technique_common>
              </bind_material>
            </instance_geometry>
          </node>
        </node>
        <node id="shield" name="shield">
          <translate sid="translate">-0.064861 -0.000000 0.016669</translate>
          <rotate sid="rotateX">1 0 0 -90.000009</rotate>
          <scale sid="scale">1.000000 1.000000 0.292063</scale>
          <instance_geometry url="#shield-lib"/>
        </node>
        <node id="gunbank01" name="gunbank01">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="gunbank01_01" name="gunbank01_01">
            <translate sid="translate">5.841074 -0.070214 5.886694</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="gunbank01_02" name="gunbank01_02">
            <translate sid="translate">-5.812989 -0.098296 5.886695</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="missilebank01" name="missilebank01">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="missilebank01_01" name="missilebank01_01">
            <translate sid="translate">5.742786 0.294862 5.619490</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="missilebank01_02" name="missilebank01_02">
            <translate sid="translate">-5.897235 -0.421231 5.619491</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="missilebank02" name="missilebank02">
          <rotate sid="rotateZ">0 0 1 179.999995</rotate>
          <rotate sid="rotateY">0 1 0 0.000005</rotate>
          <rotate sid="rotateX">1 0 0 -179.999981</rotate>
          <node id="missilebank02_01" name="missilebank02_01">
            <translate sid="translate">5.911278 -0.449313 5.649301</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
          <node id="missilebank02_02" name="missilebank02_02">
            <translate sid="translate">-5.756825 0.294862 5.649302</translate>
            <rotate sid="rotateZ">0 0 1 -0.000010</rotate>
          </node>
        </node>
        <node id="thrusters" name="thrusters">
          <translate sid="translate">0.000001 -0.000000 -0.000000</translate>
          <node id="thruster" name="thruster">
            <translate sid="translate">5.612184 0.939538 3.186410</translate>
            <rotate sid="rotateZ">0 0 1 11.562624</rotate>
            <rotate sid="rotateY">0 1 0 2.640578</rotate>
            <rotate sid="rotateX">1 0 0 -12.690355</rotate>
            <scale sid="scale">0.857175 1.000000 0.794196</scale>
          </node>
          <node id="thruster_ncl1_1" name="thruster_ncl1_1">
            <translate sid="translate">-5.625733 0.980588 3.176965</translate>
            <rotate sid="rotateZ">0 0 1 -10.933821</rotate>
            <rotate sid="rotateY">0 1 0 -2.498948</rotate>
            <rotate sid="rotateX">1 0 0 -12.718549</rotate>
            <scale sid="scale">0.734667 1.000000 0.794196</scale>
          </node>
          <node id="thruster_ncl1_2" name="thruster_ncl1_2">
            <translate sid="translate">6.064066 -1.149637 3.143420</translate>
            <rotate sid="rotateZ">0 0 1 11.878109</rotate>
            <rotate sid="rotateY">0 1 0 -3.123746</rotate>
            <rotate sid="rotateX">1 0 0 14.524656</rotate>
            <scale sid="scale">0.809807 1.258971 1.000000</scale>
          </node>
          <node id="thruster_ncl1_3" name="thruster_ncl1_3">
            <translate sid="translate">-6.029687 -1.149637 3.143419</translate>
            <rotate sid="rotateZ">0 0 1 -10.371258</rotate>
            <rotate sid="rotateY">0 1 0 2.732766</rotate>
            <rotate sid="rotateX">1 0 0 14.388163</rotate>
            <scale sid="scale">0.819146 1.132390 0.924351</scale>
          </node>
        </node>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#RootNode"/>
  </scene>
</COLLADA>
Hopefully that will be of some use to you guys.
So anyways, I'm chomping at the bit here trying to figure this problem out. I really want to put this model and a few others into the game by friday and this issue has really knocked me over the head. I'm hoping you more experience FS2 modelers will be able to throw me a bone here.
« Last Edit: January 27, 2010, 08:07:09 am by Jeff Vader »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Jeff Vader

  • The Back of the Hero!
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  • Bwahaha
Could you please ask in one place at a time? Thank you. Also, lvlshot tags ftw.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Quanto

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Could you please ask in one place at a time? Thank you. Also, lvlshot tags ftw.
What's a lvlshot tag?
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Well, if you write, for example,
Code: [Select]
[img]http://img193.imageshack.us/img193/9477/materialsheet.jpg[/img]to your post, it'll show the image in full-size, and with hugeass high-resolution images that means a lot of space covered by the image. And that can get a tad bit annoying when there are many huge images in a thread. If you write
Code: [Select]
[lvlshot]http://img193.imageshack.us/img193/9477/materialsheet.jpg[/lvlshot]instead, the images are cropped to fit the viewer's screen, and he/she can click the images to see them in their original size. I edited your post and added the lvlshot tags to each image. I'm sure you can see the difference.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Quanto

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Ah thanks, I'll take that advice and do that for all of my previous posts as well. I had no idea such a tag existed.
\EDIT\
Just a quick update,
I did some quick googling to help myself and I pulled my head from my ass. The end result it a proper DAE import into PCS2.
Just figured I would let you all know before you actually decided to waste valuable time with something I fixed myself.


Not all of my textures loaded, but I'll worry about that later.

\EDIT2\
Alright, its been a few hours, and I just cannot figure out how to fix my texture problems. This is getting crazy.
At this point, PCS2 seems to load the textures for the main vehicle fine. However, it refuses to recognize that the Cockpit texture is mean to be assigned to the cockpit. Is this something I can change in PCS2, or do I need to fix it in Max? Because at this point I am starting to Rage.
« Last Edit: January 27, 2010, 12:22:42 pm by Quanto »
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 
One thing I'll warn you.  You'll want just the diffuse material (remove the glow,shine,normal etc from the material list).  Otherwise PCS2 will import them thinking their diffuse textures and can mess up everything

i.e.

Cockpit
Cockpit-shine

it'll also want
Cockpit-shine-shine.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
I did my research and I tried some of the things mentioned in the "Max to PCS2 tutorial (Plus ideas how to make work simplier)" Thread and tried
Quote
27.   Do a search and replace

    * a.   Search for:   -node”   (include the quote)
    * b.   Replace with:   “ (just the quote)
    * c.   This gets rid of any “detail1-node” and replaces with with “detail1”
    * d.   Save

that just before opening the file in PCS2, and Notepad++ said there was no " -node" " in the file. So I shrugged and went about my business. However, I suspect that may be part of my problem.

This bit of information is out-of-date.  The latest stable version will ignore the <-node> value.





Alright, its been a few hours, and I just cannot figure out how to fix my texture problems. This is getting crazy.
At this point, PCS2 seems to load the textures for the main vehicle fine. However, it refuses to recognize that the Cockpit texture is mean to be assigned to the cockpit. Is this something I can change in PCS2, or do I need to fix it in Max? Because at this point I am starting to Rage.

Ok it looks like PCS2 is seeing everything.  Feather1CKP??? is your cockpit texture right?
PCS2 doesn't always (heck it rarely) displays textures. 
The best thing you can do is save it to a pof file.  Create a table entry for it and display it in the freespace F3 viewer.
« Last Edit: January 27, 2010, 10:00:51 pm by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Quanto

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I did my research and I tried some of the things mentioned in the "Max to PCS2 tutorial (Plus ideas how to make work simplier)" Thread and tried
Quote
27.   Do a search and replace

    * a.   Search for:   -node”   (include the quote)
    * b.   Replace with:   “ (just the quote)
    * c.   This gets rid of any “detail1-node” and replaces with with “detail1”
    * d.   Save

that just before opening the file in PCS2, and Notepad++ said there was no " -node" " in the file. So I shrugged and went about my business. However, I suspect that may be part of my problem.

This bit of information is out-of-date.  The latest stable version will ignore the <-node> value.


I've got a new problem now, if you would like to see this thread: http://www.hard-light.net/forums/index.php?topic=62362.80. We are in IRC right now, as well.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 
The following one isn't strictly a PCS2 issue, but it's a conversion issue anyway. Upon exporting from Blender (2.48) to DAE, some subobjects disappear and others are replaced by debris parts. Anyone had that before?

 
The problem is OpenCollada.  It doesn't export material lists properly.

That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline chief1983

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How about ColladaMax OSS?  Jacek and others have found it to be reliable.
« Last Edit: January 28, 2010, 03:01:15 pm by chief1983 »
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#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 Quanto

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That version doesn't work for Max 2010...
If it did, I would have used it.
00:41:58 <DarthGeek>: I might do it, I need to build a reputation of someone who doesn't suffer fools
(DarthGeek on: "Relentless")

 

Offline Nuke

  • Ka-Boom!
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why does pcs2 toss up a "instance_gemometry not found for subobject detail-0" error whenever i try to import something in dae format?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline chief1983

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So the newer OpenCollada doesn't work with PCS2, and the older ColladaMax OSS doesn't work with the latest Max, that's about what I'm hearing?  Sounds like people shouldn't be upgrading Max just yet then.  I know some Diaspora devs were complaining about the new version too.  Other than that, I don't have any more ideas.  So the older Feeling ColladaMax doesn't work with 2010 either, correct?
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#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 FUBAR-BDHR

  • Self-Propelled Trouble Magnet
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    • 165th Beer Drinking Hell Raisers
why does pcs2 toss up a "instance_gemometry not found for subobject detail-0" error whenever i try to import something in dae format?

You forgot to reset x-form and collapse all before exporting.
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 Nuke

  • Ka-Boom!
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why does pcs2 toss up a "instance_gemometry not found for subobject detail-0" error whenever i try to import something in dae format?

You forgot to reset x-form and collapse all before exporting.

theres nothing to collapse but il try resetting xform, also does this thing want poly or mesh?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
why does pcs2 toss up a "instance_gemometry not found for subobject detail-0" error whenever i try to import something in dae format?

You forgot to reset x-form and collapse all before exporting.

theres nothing to collapse but il try resetting xform, also does this thing want poly or mesh?
Most likely something got move/rotate/scaled (or the pivot point did).  Those require resetting x-forms too.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
So the newer OpenCollada doesn't work with PCS2, and the older ColladaMax OSS doesn't work with the latest Max, that's about what I'm hearing?  Sounds like people shouldn't be upgrading Max just yet then.  I know some Diaspora devs were complaining about the new version too.  Other than that, I don't have any more ideas.  So the older Feeling ColladaMax doesn't work with 2010 either, correct?

The only problem I've seen so far is it's not linking the materials to the geometries correctly.  My little patch app should fix that.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"