Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KARMA on December 07, 2001, 09:41:00 am

Title: polygon points > 20
Post by: KARMA on December 07, 2001, 09:41:00 am
ok, i receive this message  from cob2fs2 (pcs crashes directly instead), i presume this is caused by one or more faces with a number of vertices higher than 20, am i right? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
when i triangolyze both pcs and cbo2fs2 works fine, but obviously the polycount become too high....
the problem is that as i divide  the faces with too vertices manually nothing changes! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wtf.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif)

i'm going slightly mad... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif)
Title: polygon points > 20
Post by: Bobboau on December 07, 2001, 11:15:00 am
make a copy of the model and triangulate it then look at the untriangulated one, this is a great way to find untriangulated faces, if you see a bunch of verts were they shouldn't be there is your problem
I bet you used bouliens didn't you?

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Bobboau, bringing you products that work.............. in theory
Title: polygon points > 20
Post by: Anaz on December 07, 2001, 01:40:00 pm
USE PCS!!!!!!

[This message has been edited by Analazon (edited 12-07-2001).]
Title: polygon points > 20
Post by: Mad Bomber on December 07, 2001, 02:13:00 pm
He means PCS, which is Kazan's tool. Much much more stable than COBtoPOF or any of Garry's tools. You can use it instead of FSMM2, and the COB<->POF converters, since it can do all that anyways (much more reliably i might add)
Title: polygon points > 20
Post by: KARMA on December 07, 2001, 04:41:00 pm
as said i tried to use pcs but it crashes with this model, and i dont use it so often to convert models for i have some problems with hieracy ( with pcs usually i have the lods in a wrong order in the resulting pof, so for example lod0 and lod3 inverted and so long)

anyway yes, i used booleans (when booleans works i think its the better way, since the only alternative i found is to divide a model in dozen of subobjects, or there are other ways?)
thx for the suggest bobbau, i'll see if i will be able to find a way out of this mess (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: polygon points > 20
Post by: Anduril on December 07, 2001, 06:00:00 pm
The truth is, polycount does not matter. It's facecount that does, so even if you don't actually triangulate everything, the game engine essentially will.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) Build your models with that in mind, and don't exceed the face counts!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Title: polygon points > 20
Post by: Anaz on December 07, 2001, 06:32:00 pm
Uhh, unless I'm mistaken poly = face. I mean correct me if I'm wrong, but you can use the term interchangebly? Right?

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_____________________
-Analazon
Creator of the mod that will not be coming for a while
Title: polygon points > 20
Post by: LAW ENFORCER on December 07, 2001, 07:41:00 pm
Must be... a polygon aint a vertex so it must be a face.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: polygon points > 20
Post by: Bobboau on December 07, 2001, 08:47:00 pm
a face is a triangle, and the game doesn't convert polys into faces the graphics card does and it is slightly faster to send one polygon than five faces. and make sure you are useing the most up to date vertion of PCS.

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Bobboau, bringing you products that work.............. in theory
Title: polygon points > 20
Post by: Anduril on December 08, 2001, 12:00:00 am
Really? My mistake.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

Title: polygon points > 20
Post by: KARMA on December 08, 2001, 06:59:00 am
this is interesting since i'm creating my models without triangulating to reduce n° of faces, i simply care attention in avoiding non flat faces....
this model for example was less than 500 faces at lod0 but triangulated it becomes more than 1000 ...................

oh, and i've found the face that was giving me problems....it was booleans' fault...of course..... i have something like a pipe intersecating a flat surface, TS5 using booleans created an "hidden" face instead of an hole at the junction between the pipe and the surface, so i wasn't able to recognize the prob (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)