Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Killfrenzy on August 31, 2003, 04:05:30 pm

Title: Limits queries...
Post by: Killfrenzy on August 31, 2003, 04:05:30 pm
Firstly, has the subobject limit been increased? I mean, I've got a 3km long Battlecruiser with 62 turrets, 50 odd are barrelled ones. Now, it took me long enough to get to grips with barrelling so I don't want to go back to the 'poor man's solution' of 'Triangle TurretsTM.'

It's not necessarily the game I'm worried about as the Inferno build can take a ludicrous number, what I'm more concerned about is Cob --> Pof conversion. PCS crashes on feedthrough, as does Cob2FS2. Any bright ideas, lads? :D
Title: Limits queries...
Post by: Bobboau on August 31, 2003, 04:33:14 pm
if PCS crashes whle trying to convert you're model, why is that our problem, you need to talk to kazan, though he has no time to realy do anyhting
Title: Limits queries...
Post by: Killfrenzy on August 31, 2003, 05:52:00 pm
True, but I'd also like to know if the limits within the game have been upped.

I mean, it's all very well talking to Kazan about tweaking PCS a bit, but if the game can't handle it then what's the point?

I'll PM him now.....I just wanted some information first......
Title: Limits queries...
Post by: Taristin on August 31, 2003, 05:55:31 pm
Use the cob2pof high limits version... it's somewhere around...
Title: Limits queries...
Post by: Killfrenzy on August 31, 2003, 06:00:02 pm
Ah, but there's a catch. Cob2FS2 is fine for fighters when you're just using gunpoints, but if you don't convert through PCS, turrets don't work. Simple as that.

I've tried Cob-->Pof conversion outside of PCS and then tried editing turrets with PCS........doesn't work.:(

EDIT: I've got hold of the Cob2Pof higher limits version. The ship does convert, but I'll bet you that the turrets don't 'exist' as far as FS2 is concerned....

EDIT2: Problems:

1) Doesn't carry the textures with it. :(

2) Although it's been converted to an FS2 pof, PCS doesn't recognise it as such.
Title: Limits queries...
Post by: Taristin on August 31, 2003, 06:49:14 pm
Oh, it says it's an FS2 pof, but it's really an FS1 pof in disguise, thats why the texxies don't show. It's happened to me before. Convert it to FS2 with either modelview32 beta, or FSMM I sent you.
Title: Limits queries...
Post by: Killfrenzy on August 31, 2003, 07:00:13 pm
Ah, but the next catch is that for some reason the subobjects aren't saved!
Title: Limits queries...
Post by: StratComm on August 31, 2003, 07:09:37 pm
You know there is also a modelview floating around here somewhere with upped limits too.  And unlike cob2fs2, it actually does about everything the way it should.  It just doesn't autoconfigure turrets like PCS.  I used to have it, but lost it with the rest of my hard drive a couple of months back.  Bug Woo, he's used it a number of times for Inferno.

EDIT:  Better yet, search the forums for Modelview with raised limits rather than bugging Woomeister.  The only thing he'd do is point you to the thread anyway.

The other MAJOR catch is that you will never get 50 barreled turrets to work.  They count as part of the Max-Rotating-Subobjects limit and I think that the highest it's been set anywhere has been maybe 20.  I think 1 turret counts as 1 object (rather than 2) but the limit's definately there.
Title: Limits queries...
Post by: Killfrenzy on August 31, 2003, 07:38:47 pm
Well, I could always just use barrelled turrets for the ships 'Big Plasma Cannons.....'

She's got a mix of beams and light/super heavy plasma turrets.

I used to use little triangular things for plasma turrets, but they look a bit ****e to be honest........