Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: boewolf on October 24, 2003, 07:20:43 pm
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I am having troble converting this to a pof. # vertices 504, # faces 337. if anyone thinks they could convert it could they plz get in contact with me at [email protected]
(http://users.ncable.com.au/gtbernaldo/pics/exc.jpg)
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You may want to reconsider the texturing before you convert that POF...
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I would, and probably will. I am just trying to get it all working before I get myself frustrated with the aspect that I am worst at before I know i can get the rest working.
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Originally posted by mikhael
You may want to reconsider the texturing before you convert that POF...
I don't disagree that it needs retexturing but using PCS's import data funtions it isn't hard to reconvert a model once you've retextured it.
I usually do two convertions. The first one checks that the model is correct and the turrets and any 'live' subsystems are stable and then a second one after I've properly textured the ship.
What problem are you having exactly boewolf?
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Using wincob2fs1-0 it will only crash on this modle. PCS will only give error messages too.
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Which error message? It really can help to know :)
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The error message is PolyGon Points > 20.
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I had that once. Never found out what it meant though. Try using edit vertices/ply draw to "break-up" any of the larger polys the model might have. Worked for me anyway.
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Magatsu1 is pretty close to the answer. The problem isn't the size of the polygons but the number of sides they have. If you have a poly with more than 20 vertices most of the converters fall over and stick their legs in the air.
Cutting the polygons in half using the polygon draw tool splits the poly into two new polys with half the number of edges.
Have a look through my FAQ for the ship creation guide. IP Andrews covered most of the serious problems that can cause problems for a ship in FS2. Of course some of these are now redundant if you're building a ship for HT&L since that automatically triangulates a ship on loading and therefore won't suffer from the vertices in a line/non flat polys problems that other versions do.