Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TopAce on March 17, 2004, 03:16:45 pm
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I worked much with this freighter, but PCS fails to convert it(as always).
(http://www.nexus.hu/harace//Freighter00.jpg)
(http://www.nexus.hu/harace//Freighter01.jpg)
I am posting two pictures about it. I know it is not professional, but oh, oh, oh. I am not a modeller.
If you want to give me critics, do it on a non-aggressive way. Thanks. ;)
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Where is the front?
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It looks like you have intersecting polygons on the 'front' of the top picture between the 3 square parts? Looks like theres one big intersecting polygon running behind 2 of them, that could be your problem?
Looks good, be interested to see it textured :)
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Do you think that is the problem? Can you diagnose it from the white texture is a bit stripy? How can I fix it? It IS triangulated.
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That's exactly the problem Topace: that stripy texture is z-buffer contention. The best way to fix it is to select the faces and delete them, then recreate them by hand--at least, that's how I'd do it in Lightwave.
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By hand = Connecting vertices?
Can you show me a typical 'intersecting poly' error? Wireframe image, please, if possible. Thanks.
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I wouldn't delete faces in TS, replacing them can be tricky.
I'm not exactly sure what an "intersecting poly" is myself, so if anyone fancies providing an explanation ?
I like the spines down the flanks BTW, but you need to shape a proper nose and rear end section (maybe engine pods ?)
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An intersecting poly is where two polygons are physically touching, so the engine doesn't know which one to show, hence you get a 'flickering' effect on the polygon. This often happens if you try to Boolean stuff together.
You 'might' find it is as simple as selecting that one polygon and deleting it, but it is rarely as simple as that :( I use Lightwave as well, and I'd do the same as Mik, just delete the things and rebuild them, but maybe someone better versed in Truespace can make a suggestion?
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you mean these ?
(http://www.uploadit.org/magatsu1/Freighter00[1].jpg)
Hard to say if it is. Depends how Top Ace made those raised edges/blocks
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(http://www.aqsx85.dsl.pipex.com/images/Freighter00.jpg)
Theres might be more, but that's the most noticable to me.
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Ah, yeah. I see it now.
Yeah, I'd delete the blocks, use add vert and add edges (or poly draw) then maybe sweep.
Easier to do than to explain:sigh:
where's the "Flipside:D " BTW ?? :p
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LOL
Here......
Flipside :D
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Yeah fixing that in Truespace is going to be a nightmare. I don't know the best way to go about it. You can get a start on it by deleting all of the faces on the plane containing the poly flipside highlighted, as well as those under the front ribs and some others around the meeting faces.
(http://www.duke.edu/~cek6/deleteme.jpg)
In other words, delete all the faces I've colored red, as well as the backsides of those front ribs. That should give you one continuous hole. Once that's done, fill the hole with the add face button and add in edges until it looks like you want it to. You shouldn't get rid of any vertices doing this, so you should be able to recreate it exactly.
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after all these years you think they would have heard by now,
make it out of __one__ subobject
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If you'd like, I can load the file up in Lightwave, track down all the offending polys and send you back the model as a single object.
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this ship looks kile container not like freighter, mayby if add to him bridge...yep he needs bridge:nod:
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intersections shouldn't be a problem to convert in pcs (never gave me problems so far...) but there could be problems with overlapping edges/faces, which seem the problem right now from those pics
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Yes, it's my use of language at fault here, I say intersection, but I mean overlapping polygons, i.e. 2 in the same place :)
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Originally posted by magatsu1
.... Depends how Top Ace made those raised edges/blocks
Object union. I connected the main model WITH a modifiied cube.
I already tried to delete all the faces on the upper-front side of the ship, but I failed to see which line goes where. ;). It was at about midnight, so maybe I was so tired to concentrate. I will try deleting all the needless vetices. Tomorrow. By 3 PM tomorrow, I will have already been home, and presumably, I will not be that tired than I was on Wednesday. So I make an attempt doing that model stable only tomorrow. As of this moment, I am working on a new cruiser, which is also blocky, and I use boolen operations much, but I test the model's stability in PCS. I also triangulate the concave[Not convex, if you do not use this word] faces on my own. The faces which are convex are not triangulated by now.
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Object Union ?
Waaahh! Run Away! Run Away!
Poly Draw and select face--->sweep would give the same result without those nasty booleans.
Heh, trying to model when you're shattered and probably can't focus properly ? Good Lad!
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But I must have one subobject for the model itself to avoid some visibility errors in-game.
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Hmmmmmmmm... actually, since things switched to HT&L I've been doing a few 'bad' things for Alpha/Beta versions, and FS2 has been very forgiving :)
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I use object union too sometimes, what's wrong with it?:p
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it sucks donkey doo-daa. I've yet to try TS v5 booleans yet though.:p :p
I prefer point editing. I'm guessing modifing one object to the shape you want is better than joinig several objects to create the same effect (see Bob's post)
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I am not so sure if I had to ignore object unioning. You may be right, you used FSO more than I did.
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Regardless of FSO or not, its still best to avoid intersecting polys. Why invite possible trouble when you can ensure you won't have it? Unioning the objects is a good thing, TopAce.
The main concern with the union, of course, is that the geometry that results from the union is sometimes not accurate. Truespace lacks the depth and breadth of Lightwaves point and poly editting/construction tools, so you may have a lot of trouble cleaning up those errors in Truespace.
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Nah. Easy Peasy.
I think Truespace is just "misunderstood":nervous:
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I don't suggest to use intersections, but sometimes, they could be useful to reduce the pcount a lot and the amount of time too
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Time is only secondary - Everything for GAMEPLAY!
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Lightwave will actually be pretty forgiving with Subtractions and even Unions on occasion, as long as you remember to triple the polys, and to merge points afterwards ;) It's not 100% reliable, the more complex the object, the higher the risk, but it CAN be done :)
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I find exactly the opposite, Flipside: Tripling the polys adds more edges to the equation and makes things more error prone.
What I do is select the faces on the target layer, cut them and paste them to another layer. If they're all coplanar, I'll merge them. I then do the boolean on this bare face. After that, I do my clean up (usually just a merge points and possibly subdividing the non-quads intelligently), then I move them back to the original object and merge points again.
It seems like extra work, but it really does make booleans far more reliable (not that Lightwave has bad booleans to begin with).
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I might well give that a try Mik, my current favourite is to subtract the main model from the Subobject (in a different layer), move in really close and move the subobject about 1nm from the hull. With HTL, you can also get away with deleting the inwards facing polygons, not sure if this works normally though. But this still relies very heavily on the complexity of the surfaces you are joining.
One handy trick I've learned is keeping the UV Map open in one window, that way you can select individual points on the model from the Atlas map, which is a lot easier sometimes, especially when you are working on models with 'Internal' components.
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another thing that helps sometimes is to save the .cob as a .dxf
then open the .dxf and save it as a .cob again. It tends to clear alot of Fu)(ups