Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Amon_Re on April 29, 2003, 01:40:41 pm

Title: POF Constructor Suite
Post by: Amon_Re on April 29, 2003, 01:40:41 pm
Erm, can anyone explain to me why this thing would crash when converting a COB to a POF? ;)

Cheers,
Title: POF Constructor Suite
Post by: FreeTerran on April 29, 2003, 01:42:40 pm
What have the cob for a size how many kb's ?
Title: POF Constructor Suite
Post by: KARMA on April 29, 2003, 01:48:07 pm
if you talk about 1.34 it sound like a problem i had with double edges

 http://www.hard-light.net/forums/index.php/topic,14577.0.html


if you can't solve try older versions of pcs or try cob2fs2
Title: POF Constructor Suite
Post by: Amon_Re on April 29, 2003, 02:22:11 pm
I tried cob2fs2 that worked properly, however, loading the pof into modelview showed nothing...

I'm just toying abit with imagine objects i got laying arround, these are very old, but small models (less then 200k in size).

But it's not  that important for me atm, i'm not in a rush :)

Cheers,
Title: POF Constructor Suite
Post by: karajorma on April 29, 2003, 05:26:39 pm
How many polys does the model have? FS2 doesn't much like things with over 750 polys in any particular sub-object so PCS tends to also have problems with anything that has too many polys.
Title: POF Constructor Suite
Post by: Amon_Re on April 30, 2003, 12:56:12 am
Hmm.... that might be it, it's a converted imagine object, so the whole thing is just one object.... no subs or anything (dunno how to decompose it in TS)

Cheers,
Title: POF Constructor Suite
Post by: Bobboau on April 30, 2003, 01:34:11 am
you use the decompose into subobjects tool, it looks sort of like a stick figure with all the parts seperated, were it is depends on wich version of TS you are useing
Title: POF Constructor Suite
Post by: TrashMan on April 30, 2003, 01:42:22 am
Perhaps too many subobjects....

Say..I have a problem. PCS chrashes when I try to convert a shielded capship. (4LODs + shield, LOD0 has 96 subobjects)
Anyone have a clue?
Title: POF Constructor Suite
Post by: KARMA on April 30, 2003, 03:50:54 am
you have to count all the subobjects, lods and shields and destroyable versions etcetc.
evrything that isn't the main geometry at the base of the root
Title: POF Constructor Suite
Post by: TrashMan on April 30, 2003, 04:43:40 am
There are no destroyed versions.
4 LODs
60 normal turrets (boxes)
18 barreled turrets - 32 subobjects
1 shield (it is triangulated)
------------------
Title: POF Constructor Suite
Post by: Amon_Re on April 30, 2003, 04:52:34 am
Quote
Originally posted by Bobboau
you use the decompose into subobjects tool, it looks sort of like a stick figure with all the parts seperated, were it is depends on wich version of TS you are useing


Thx for the hint Bobboau, but i couldn't select decompose, it was greyed out, but i'll look back into it lateron, it can wait for now :)

Cheers,
Title: POF Constructor Suite
Post by: FreeTerran on April 30, 2003, 04:54:18 am
TrashMan can you me send the model at the evening ?
Title: POF Constructor Suite
Post by: KARMA on April 30, 2003, 05:14:26 am
convert the subobjects individually to see if there is one (or more) particular object crashing pcs
Title: POF Constructor Suite
Post by: IPAndrews on April 30, 2003, 11:47:00 am
Quote
Originally posted by Amon_Re
Thx for the hint Bobboau, but i couldn't select decompose, it was greyed out, but i'll look back into it lateron, it can wait for now :)


Select the object you want to decompose before trying to use the tool.
Title: POF Constructor Suite
Post by: Amon_Re on April 30, 2003, 12:00:47 pm
Quote
Originally posted by IPAndrews


Select the object you want to decompose before trying to use the tool.


Erm, i know that IPAndrews but thx anyway ;)

Cheers,