Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: CmdKewin on November 26, 2001, 02:46:00 pm
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(http://mypage.bluewin.ch/p98/images/fxmod/5.jpg)
help!
here is my .COB.
http://mypage.bluewin.ch/p98/files/fxmod/Drydock.zip (//"http://mypage.bluewin.ch/p98/files/fxmod/Drydock.zip")
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well, contact kazan and provide a copy of this model?
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) sorry couldn't help myself
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Well, it worked fine when I tried converting it, though I used v0.98.4r of PCS.
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It does the same thing when I try to convert the MBF....
I just use Gary's...
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you mean cob2fs2, right? but it doesn't keep Hierarchy... any way, where can i get v0.98.4r of PCS? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) anyone kind enough to send it to me via email?
[email protected]. I can't wait to see my model completed, at last...
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What program are you using to build the hierarchy? If it's a really early TS, the COB file format is a little different and PCS won't take it. Try saving it as a SCN file instead...PCS can handle those too. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Gary's program does retain the hierarchy of a properly created COB file when converting to POF. Dunbar station and the Xanthus cruiser were both done using it without any problems (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (used the windows version dated 6-20-00)
Regarding the stack overflow problem with PCS... it just doesn't like some models (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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I had that... then I redduce polys of all subobjects (to about 800, but it was over 1000 so it MIGHT be linked to that, then again it may be the version of winamp you have (i.e. nothing to do with this) and it worked...
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Been there, done that (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) the problem you have is that you have too many intersecting faces, or faces that are too close, try spacing your subobjecs out a bit, always worked for me.
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_____________________
-Analazon
Creator of the mod that will not be coming for a while
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i'll try that...sigh... *doing the model form scratch again and again...*... those silly flipped down faces...
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So I take it no-one else managed to get it to work? Well, I've sent you the pof that I generated, and I'll send you the version of PCS I used later if you want it, so you can try it yourself.
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that messages means that the 18-permutation avoidance alogrithm was overloaded with poly's centered on the same point
a BSP split is recursive - the function keeps calling itself - infinite recursion is impossible becase it'll push so many function records onto the "stack" (list of functions in the execution chain - LOFO [Last On First Off]) that it runs out of space adn the program crashes
it compiled for me right off the bat (PCS 1.0)
[This message has been edited by Kazan (edited 11-27-2001).]
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Originally posted by Kazan:
that messages means that the 18-permutation avoidance alogrithm was overloaded with poly's centered on the same point
a BSP split is recursive - the function keeps calling itself - infinite recursion is impossible becase it'll push so many function records onto the "stack" (list of functions in the execution chain - LOFO [Last On First Off]) that it runs out of space adn the program crashes
it compiled for me right off the bat (PCS 1.0)
[This message has been edited by Kazan (edited 11-27-2001).]
easy way to fix that w/o trashing the model: rotate some edges (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) quick and easy to do
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Ah! that'll be why it worked when I reduced polys! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
gooddie! (?)