Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on March 22, 2003, 02:23:44 am
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Err... ok, I have a model which is fine in TS, fine in modelview, but in FRED and FS2 it seems to be in bits, spread over several clicks.
Would this be because it's built from a dozen bits all glued together?
Should there be a light glued to each bit, even though they're all glued together?
This is what happens when everyone refuses to make models for me...
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Remember this, DG, modelling is only for those who can afford to buy the new edition of TS every time it comes out. It is an arcane process, that mortal men are not to meddle with.
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I have TS 5.1, divn'tche knar? It... erm... came free on the front of a magazine... ahem... :nervous:
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glue a light to each polygroup, yes
and read first ipandrews' tutorial
it will cover 99% of your needs and it will help you to solve 99% of your problems
from your description it seem to me that you went over the polylimit with one of your polygroup
little tip: test each single polygroup (convet it to pof) that goes over 630-650 polys
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that would be the Shards of Death(tm), whats your poly count?
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Total poly count is 630, for the whole lot. I'm going to go and glue some lights on now, I'll report back in a bit.
And to be honest, I looked at IPAndrew's tutorial, but it took soooo looooong to load eacjh page I got fed up with it :nervous:
[EDIT] Right, I shall now sing the tale of what just happened. I glued a light to each group as directed, then glued the groups together. Lastly, I glued a light to the whole overall thing. Again, it loads up perfectly in modelview, but now both FRED and FS crash when the model tries to load. Me = :confused:
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Can we see a pic of what your model looks like?
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And give the game away? No chance :D
No, don't worry about it KF mate, Narol fix0red me (again). Seems I had me hierarchy screw right up the bum :)
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The model itself has to be one solid object (unioned, not glued). Thruster and turrets are glued to it.
If you created a model like this : wings glued to main hull, cockpit glued to main hull, etc... then it won't work
And, one thing - the model ALLMOST ALLWAYS looks good in modelwiev - so test it in FRED, allways!!
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Arrgh, models and texturing make my head hurt. I need sleep...
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Originally posted by TrashMan
The model itself has to be one solid object (unioned, not glued). Thruster and turrets are glued to it.
If you created a model like this : wings glued to main hull, cockpit glued to main hull, etc... then it won't work
Why has no one told me this before?
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You COULD do it that way, though it's not recommended. If you have a 6,000 poly model like the MC80 I just finished ;7 then you have to break it into chunks of 750 polies or less and glue them together. You can get some nasty clipping problems though.
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Originally posted by TrashMan
If you created a model like this : wings glued to main hull, cockpit glued to main hull, etc... then it won't work
simply for the sake of information, my first dozen or so models (before I found the 'sweep' button in TS) were created like that, and they all worked fine.
(of course, they were all rather low-poly...)
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Well, it can work that way, but it's not reccomended.
Intead of glue try using object union. It's sometimes a *****, but if you are carefull it should work fine! And the overall product has lower polycount.
NOTE: There is an check box in Truespace (when you right-click on the union icon). There will be two them, but one(can't remember which one, but I think the lower one) keeps the concave faces (edited vertices) when you use the union/substraction.
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I've found something strange. Sometimes, if I glue two objects together as sibling with no light, sometimes when converting to Pof it's interpreted as one object.