Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on September 18, 2004, 04:23:32 pm
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Hi all. I've got a semi-high poly model (2000 something polies), and tried running it thru both Modelview beta 5 (with the upgraded counts), and COB2POF, but I still can't get it right. It comes out with screwed up smoothing, and crashes the game whenever I load the model.
I've tried POF constructor suit's conversion, but I get this error:
[qoute]
Stack overflow protection was engaged,
Please contact Kazan and provide a copy of this model.
Compile aborted after GenerateBSP reached a depth of 1000 recursions.[/quote]
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sounds like there's a pretty fatal error, probably in the geomertry.
Care to post piccys ?
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Use the PCS auto-facet version and make sure your hierarchy is setup the way this tutorial says so
http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm
Your problems are the MAIN REASON I enthusiastically embraced Styxx's 3dsmax exporter.
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I searched thru the forum and found the auto-facet build, but I can't run it cause I get a missing file error.
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www.sf.net/projects/alliance
that error occurs when you use non-supported modeling environments and they generate improper data leading to one or more polygons with duplicate centroids (almost certainly means duplications of polygons)
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I used Milkshape 3D to model, and Lithunwrap to convert. Would that have done it?
EDIT: Tried the version you gave me, same error.
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milkshape 3d is the problem
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what format does milkshape use, just out of interest ?
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.ms3d, but Lithunwrap can open that and export it to .cob.
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Ummm. What version of Lith are you using? There is a version of 1.3 that exports very dodgy cobs. Have you downloaded the version from IP Andrew's Ship Creation Guide? Cause I know that that one is good.
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I dunno, I'll download it just in case. Link?
EDIT: Found it, hold on...
EDIT2: Tried it, no luck. Same problem.
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But get this, before, I could export it to pof, and then reconvert it back to cob, and then convert it back to POF, and it'd WORK, no smoothing problems, no crashes, etc. Only problem is, there's no textures or subobjects, and you can fly thru it in-game.
This was done with COB2POF and/or Modelview.
Now, I can do the same thing with PCS, but, I still get smoothing errors. However, it converts properly, AND still has textures and submodels. Unfortunately, however, it still crashes the game :(
Any suggestions?
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Um...just out of stupidity, why not just DL TS3.2 and use it to stabilize the COBs before opening in PCS(whatever build)
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I use TS5.2 or somethign to stabalize them, except when exported none of the submodels or anything stay intact :(
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TS was never very good at 'stabillizing' models, in my experience.
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Like I said, it works in a limited fashion.
This is what it ends up like in-game (both fighters were converted using the above method of exporting, importing, exporting):
(http://mods.moddb.com/images/mods/gallery/16123img.jpg)
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im going to make some alterations
add an algorithm that detects duplicate polygons (including ones that have been duplicated then "Flipped")
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Originally posted by Kazan
im going to make some alterations
add an algorithm that detects duplicate polygons (including ones that have been duplicated then "Flipped")
Sometimes people flip & duplicate polys for the purposes of 2-way transparency, though.
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Yeah, my jumpnode mesh is full of flipped polygons. There are a number of instances where you want to be able to use them.
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Yes, my model has flipped polygons (for two-way transparancy). That might be the error Kazan. When would it be possible for you to release that next build for testing?
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flipped polygons will have duplicate centroids - therefore they violate the BSP data constraints
whoever created the transparency feature obviously doesn't know how BSP works... or forgot to think about it
polygons with duplicate centroids and then having points superimposed on each other will be deleted -- that's REQUIRED for it to be BSP'able
if you want to do "two-way-transparency" you're going to have to slighlty offset the faces -- 0.01 should do it, but you will have inefficiencies in the bsp, 0.1 would do it better (still inefficiencies, but less)
[edit]
when? soon
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So basically the model will convert properly if I simply make the inner faces slightly smaller than the outer ones? And I won't have to open it up in Truespace?
Ok, so why does it work then if I import to pof, export to cob, open it up in Truespace, save it from Truespace, and export it back to pof (I don't recall it working if I did not FIRST export to POF, then from POF to COB).
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no - you have to move them - if the centroid is the same then the polygons are the same as far as the BSP tree is concerned
import to pof? with what program? cob2fs2? he 'fudged' a lot of things and that's why collision doesn't work ,etc
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Cob2FS2, yes, or Modelview (which uses a derivitave).
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"inner faces slightly smaller" from a modeling perspective simply means scaling all of them down together; the result would be an offset so it would actually be fine. Wonder why my jump node works though.
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it wouldn't result in an offset of the centroid
if your jump node is the one being used - it's because the two faces are at an offset
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I'm positive I actually converted a model with dual-faced identical polys with PCS, though. The Orc, IIRC - the girder subobjects had a crude transparency on them, so I made all polys on them effectively 2-sided.
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So how could I fix it Kazan, if resizing the inner polies won't work?
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you have the _MOVE_ them, even if slightly