Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: c914 on December 30, 2003, 04:50:15 am
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I dont know how uoy convert hi poly *.cob models to *.pof models
I've try evrything to covnert this station ( 1867 polys ):
http://photo.starblvd.net/cnineonefour/1-4-4-1075810175?m=1&pg=0&ro=3&co=3
http://photo.starblvd.net/cnineonefour/1-4-5-1075810493?m=1&pg=0&ro=3&co=4
http://photo.starblvd.net/cnineonefour/1-5-1-1075247827?m=1&pg=0&ro=4&co=0
http://photo.starblvd.net/cnineonefour/1-5-2-1075810812?m=1&pg=0&ro=4&co=1
but I CANT:( .
POFCS crashed when i want to convert
when i use cob2pof i cant open this model in pofcs becouse it isn't FS2 model:hopping: :hopping:
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I'm not too keen on the textures but the model itself is quite nice. :)
High poly models for the HT&L build require a special version of PCS to convert. I think someone posted a link to it on the Newest Version of Everything thread.
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ive foud it :)
now i'ts converted
BIG THIX:D
soon GTI VICTORIA will be avaible to download:)
if i dont add some exstra things to model
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Good. I could really use a large and cool looking station.
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too much blue, over tiled
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Originally posted by Noise
Good. I could really use a large and cool looking station.
it will be huge, over 4,5 km leght
and blue color is nice:) but i add some things to model soo thers shouldnt be to much this color.
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What about armaments? I need a military style station, not civi.
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OOOh answer to my question too. Now I can keep working on my pride and joy....
>>> Newest Version of Everything >>>
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It's not overtiled!
The station will be BIG..And he's using standard V texture's that are, what?..640x480 max.
And then people complain that things don't look big enough..
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Originally posted by TrashMan
It's not overtiled!
[color=cc9900]Says the man who overtiles everything.[/color]
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I'm usually against tiles, unless they blend very well. There's always a repetition of one part that draws your eye, and you don't look beyond it.
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Oh my God! The Pride of Hiigara floated all the way to [loacation of space station] and was welded to the platform!
Hehehe, I like the station, it's pretty damned cool.
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Originally posted by Noise
What about armaments? I need a military style station, not civi.
this station in my idea is civil base with oportunity to suply all capital warships.
Standar version if stasion should have about 30 gunturrets ( most of them terran turet 6 maybe 8 flacks and few beams )
Military style. Why not change some texsture add 10- 20 gun turrets
and military base ready:D
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another problem:mad:
look at this:
http://photo.starblvd.net/cnineonefour/1-5-3-1074758972?m=1&pg=0&ro=4&co=2
game jumps uot to windows when i cilkc accept in mission breif
anyone can help with this:confused:
same problem in FSSCP
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Shards of death! I haven't seen those in a long time. You are using the HT&L build aren't you?
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Originally posted by Odyssey
[color=cc9900]Says the man who overtiles everything.[/color]
As long as it looks good I don't care what you say.
At least my thing look big when the should be big.
There is a thing called balance between not tiling at all and overtiling too much (when you start to see too many repetitions)
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I see the exact same thing when I see Omniscaper's galaxy model in FRED!!!
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Originally posted by TrashMan
There is a thing called balance between not tiling at all and overtiling too much (when you start to see too many repetitions)
[color=cc9900]The way you say that suggests that overtiling is the median.[/color]
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well this thing IS overtiled
and yes trashman,you have the tendence to overtile a bit too much.
wich isn't that different to what :V: already did btw
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You guys are horrified by repetition...
You know it does happen on real big ships and big objects.
That's why my things look bigger than yours...
*beauty is in the eyes of the beholder*
c914, if you think it looks o.k., then it is o.k.
It doesn't matter what anyone sez - neither me or them
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Originally posted by TrashMan
You guys are horrified by repetition...
You know it does happen on real big ships and big objects.
That's why my things look bigger than yours...
*beauty is in the eyes of the beholder*
c914, if you think it looks o.k., then it is o.k.
It doesn't matter what anyone sez - neither me or them
remember that each 'tile' represents not a single sheet of metal, but many, many overlaid sheets. Look at an airplane or large ship, for example, and you can barely see any metal seams.
Plus, on an aesthetic level it 'muddies' the model - the amount of colour changes, etc, break up the way you see the model, so the shape becomes less clearly defined.
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Originally posted by karajorma
Shards of death!
you know how to fix that bug:confused:
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Normally caused by too hihg a polycount / vertice count IIRC. Fs_open supports higher polygon limits (HT&L in particular) than fs2 (1.2). Not sure if Fred has been updated RE this, though....
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I think it'll show up ok in-game though.:)
EDIT: Ignorance strikes again.:p
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Aldo is correct. For a more detailed explaination...
IP Andrews Ship Creation Guide (http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/creatingstablegeometry.html)
There is a limit on the number of polygons any sub-object of a model may have. As a general rule, any model including a sub-object with 750 or more faces may cause the FS2/FRED2 engine problems. That said, I have had stable models in FS2/FRED2 including sub-objects with up to 850 faces.
If the polygon count of a sub-object is causing problems, FS2 will usually do "the disk chugging black screen of death" when you try and load a mission including the offending model. Rarely the mission will load and you will see "the shards of death" sticking out of your model. FRED2 is more tolerant when it comes to high polygon counts, but only to a point. FRED2 will often load models FS2 will not. Although in those cases you will almost always see the shards of death. So seeing the shards of death in FRED2 is a reliable indicator that the poly count of one of your sub-objects is too high and your model will most likely not load in FS2.
One way around this limitation is to split any sub-objects with a high polygon count into a number of smaller sub-objects with lower polygon counts.
As Aldo said another possible way to solve the problem is to use the HT&L build of FS2_open
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Originally posted by TrashMan
You guys are horrified by repetition...
You know it does happen on real big ships and big objects.
That's why my things look bigger than yours...
*beauty is in the eyes of the beholder*
c914, if you think it looks o.k., then it is o.k.
It doesn't matter what anyone sez - neither me or them
[color=cc9900]1. Yes, we are.
2. No it doesn't, and no they don't.
3. Yes. But there are a lot more people viewing it than you, and that's a lot of opinions you need to learn to deal with.
4. I think a lot of my stuff is okay, I throw it out to friends for opinions, they don't like it, I ask them why not, I change it. It's not like it's hard, and it's a highly necessary process if you want to cater to what people want.[/color]
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I have nothing agaist criticism...and I take it into account.. IF I think the critic is right.
Did I change the Orion MK3? Yes I did..your comments were valid
Would I change anything on the Phoenix? No..Not even if 5999999999 people on Earth would think otherwise
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Originally posted by TrashMan
I have nothing agaist criticism...and I take it into account.. IF I think the critic is right.
[color=cc9900]So you look to critics to give you your own ideas. That's not the point. It's better to end up with something at the end which you detest, but everyone else loves, than something that you love, but everyone else detests. All criticism is valid criticism.[/color]