Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on September 29, 2003, 04:30:40 pm

Title: PCS Woes Part2
Post by: Krackers87 on September 29, 2003, 04:30:40 pm
I read that new topic on the increased amounts of polys for FS2.

Thats great and all but how are we supposed to convert models that are that big? I have PCS and it gives me problems with a 100 meter long (in Truespace that is) 2,500 poly ship. It just freezes during conversion.

Model view doesent convert at all and Cob to Pof cant do that much even.

So what should i use now?
Title: PCS Woes Part2
Post by: Falcon on September 29, 2003, 04:42:33 pm
Milkshape 3d is a good tool if only someone were to make an importer/exporter for Freespace 2.
Title: PCS Woes Part2
Post by: Flaser on September 29, 2003, 04:45:50 pm
Beg for the FS_Blender to be completed.

Other than that.... I don't know.
Title: PCS Woes Part2
Post by: Falcon on September 29, 2003, 04:50:22 pm
milkshape has a direct x meshing tool:)

what's blender?
Title: PCS Woes Part2
Post by: Kazan on September 29, 2003, 11:37:08 pm
Krackers87: is that mesh triangulated?  PCS may be going into an uncaught exception case - IF you cannot fix the model by breaking it into a sobj or two or by triangulation then I'll run it through her on debug and see what's up


==============================
DO NOT USE BLENDER - ABSOLUTELY DO NOT FREAKING USE BLENDER!

Blender is the biggest piece of trash and generates polymodels completely unsuited for conversion -- they have they heads in their asses
Title: PCS Woes Part2
Post by: Kazan on September 30, 2003, 12:02:49 am
bobboau reported a similiar error - try compiling with this version http://kazan.student.iastate.edu/PCS.exe


i upped the per sobj data limit from 400K to 4M
Title: PCS Woes Part2
Post by: KARMA on September 30, 2003, 06:11:05 am
I had this problem too
I discovered that it was caused by bad geometry (double verts, two non connected verts and two edges were sharing the same position and looking as one single vert and one single edge)
The old pcs versions were more tolerant in this cases (but since I hate bad geometry I'm more than happy of this "problem" since it's a good detector), triangulating should solve the problem but I suggest you to check for bad geo first.
You can split the mesh in objects, and convert them individually to identify the area with the problem
Title: PCS Woes Part2
Post by: Krackers87 on September 30, 2003, 01:50:18 pm
the new pcs freezes too.
Title: PCS Woes Part2
Post by: TopAce on October 03, 2003, 04:14:08 pm
Which is the newest? I have 1.3.3, build 67.
Title: PCS Woes Part2
Post by: HotSnoJ on October 05, 2003, 03:40:21 pm
Quote
Originally posted by Kazan
==============================
DO NOT USE BLENDER - ABSOLUTELY DO NOT FREAKING USE BLENDER!

Blender is the biggest piece of trash and generates polymodels completely unsuited for conversion -- they have they heads in their asses
But nothing our SCP guy's couldn't fix. :nervous:

*hides*

BTW a guy did make a cob exporter. I use it all the time and LTN hasn't said anything bad about the models I send.