Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: c_n00b on December 04, 2004, 12:49:14 am
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1) when i use cob2pof, my ships always have random holes in them, almost like the faces are facing the wrong way, but they look fine rendered in ts.
2) is there a command to delete all selected faces, but only if all vertices of a face are also selected (in blender)? i found a really good model of a ship that i want to port to freespace, but it has way too many polys unless i divide it into submodels :-(
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Hello
I need help. I have some problems with my model which I am trying to make but I can't find mistakes. Pls can you help me.
My e-mail address: [email protected]
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1- stabilize the mesh before conversion. Read IpAndrews' tutorial on how to do so and what cause instability.
Triangulization should solve the problem anyway.
And why the hell are you using cob2pof?
2-what's wrong with submodels?
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Sorry I write you more about my problems by e-mail so if somebody want to help me pls just write here your e-mail or write on my e-mail pls thank you very much
e-mail: [email protected]
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start a thread Jouzin, as c_n00b did.
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to Roanoke: OK sorry apologize
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just post the problems on the forum, personally I try to avoid to help people via mail for two reasons:
1- experience should be shared, so if someone else have your same problems he will not have to ask twice
2- if it involves receiving a a model and work on it, that's something I'm surely not going to do, people has to make his own experience.
I was thinking....
what about a modding tech forum where people could post his problems and receive infos, and search for precedent replies?
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Originally posted by Jouzin
to Roanoke: OK sorry apologize
no problem:)
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Originally posted by KARMA
I was thinking....
what about a modding tech forum where people could post his problems and receive infos, and search for precedent replies?
That's the point of this forum, really.
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well, it's used more for showing mods and stuff. If you want to search for, say, how to do multi barrelled turretts, you risk to have 200+ posts as results, with only 3 or 4 really useful.
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1) a link would be nice, i don't know where to find this at all. and my model _is_ triangulated. i made it in blender, inported it into ts 3.2, triangulated it, textured it, used cob2pof b/c pof-cs gave me some error (i managed to get it to work now, but it still has holes. maybe a problem with the cob file?), and now the model has tons of holes in it that didn't show up in blender or when rendered in ts 3.2.
never mind. i found it, and it's the same one as the one i'm already using. :-/
2) nothing is wrong with submodels, i'm trying to make them but need help / advice on how to do it with a certain model. (see the first post.) maybe i'm going about this the wrong way though. the model is ~13000 polys and pof-cs wont convert it (cob2pof will but it crashes freespace) if i use the poly reduction tool it really screws up the model, but i read in some modding tut that i should split big meshes up into submodels so i dont get the "shards of death" or bsod. i need to use the previously mentioned command to divide it into submodels (first i select ~750 polys, copy the whole model, do an invert selection & delete the vertices, then go back to the first one and delete the selection. it works ok but deletes the faces in between the new submodel and the original model, making it good for debris but not much else :-( )
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You're using the wrong tools. At ~13,000 you've got quite a high poly model there. What you need is a copy of PCS (specifically the latest version which can handle high poly models without the need for subdivision).
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thanks. i will check this out.
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unfortunately, pof-cs crashes every time i try to load the pof it made, and no other pof viewer can view it (it had a vertices >= 8000 error on modview32, so i reduced it but then it had a normals >= 16000 error and pof-cs could load it but the ship wasn't illuminated, it looked really dark). if i can figure out how to attach files to posts, i'll stick the model and what i've done in this thread. then again, there doesn't seem to be a button for it anywhere :-(
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are you useing the PCS facet build? it should be able to handel that and then some.
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yes, use P(OF)C(onversion)S(suite). its the only non-buggy converter out there.
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i'm using the first download i saw on the sourceforge page.
pof-cs 1.3.42
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geez. i forgot about that 8000 poly thing. back when i used to use it the idea of making an 8000 poly ship for freespace was ludicrous.
...you know, someone really should bring Heiko Herrmann to HLP.
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http://freespace.volitionwatch.com/blackwater/PCS_facet.zip
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now it changed from an extremely dark brownish to an extremely dark blueish color. and the unsimplified version (the one with 13000 polys) still crashes it.
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i dont think FS2 enjoys having to deal with 13000 polys...
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Originally posted by Grimloq
i dont think FS2 enjoys having to deal with 13000 polys...
It'll have to learn to
:drevil:
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I don't think he's using fso, and afaik there's no way at all to have fs2 working with such model.
pcs doesn't crash. It seem crashed but infact he's converting, and it requires helluva time to convert a complex model. Let it work in background for many minutes, expecially if your pc is slow. Give it up if it has converted nothing in 10 minutes, obviously;)
the best way to learn how to make a model for the game is to read tutorials (ipandrews, karajoma, etc etc). Most tutorials are for fs2 but FSO is an enhanced fs2, so if you can work for fs2, you can work for fso too. I'm not saying you have to spend months on the old fs2, just learn first what are the very basics of modding that game. You know, you can't just throw a brunch of polys into a converter and pretend to have a working ingame model;)
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Originally posted by KARMA
I don't think he's using fso, and afaik there's no way at all to have fs2 working with such model.
Aaaaaaaaaaah.................
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:o :rolleyes:
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no, it finishes converting, then windows says that it has performed an illegal operation and needs to close. i can drag the error into a corner and still save the model, but it wont render at all.
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i couldn't figure out how to attach files, and the zip is too big to upload to my site, so use this link (will probably only work for a couple hours at the most):
http://66.153.11.12/Desktop.zip(broken)
http://66.153.8.156/Desktop.zip(broken)
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this really isn't working. does someone know a decent web server that will let me upload ~5.5 mb file without killing me? (or alternatively i could email it to anyone who is interested in helping me out)
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>_<
ironically, i have 5 megs to post.. half is full...
sorry. good luck though.
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Freewebs?
(www.freewebs.com)
Not sure what the upload limit is but it seems pretty high...
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[removed] freewebs allows a max of 750k per upload for free users :-(((
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ok, i couldn't find any free site hosting thing that will let me upload the whole zip, so here's a spanned zip hosted on geocities (you will have to rename mod_z01.zip to mod.z01, that's the only way it let me upload it.)
http://www.geocities.com/dumbledore3/mod_z01.zip
http://www.geocities.com/dumbledore3/mod.zip
yes, you have to copy and paste these url's into your address bar (or drag and drop in firefox)
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has anyone taken a look into this yet? i hate to bug people, but i'd really appreciate it if someone could tell me what i'm doing wrong.
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weird.... i just hit post reply... and suddenly i'm logged in as some weird person... possible bug in vbulletin? anyways.... i got a new(er) computer, and pof-cs still crashes after compile... could someone else take a look into this? i'm not very experienced in freespace modding at all, so maybe it's just some setting problem? (crashed using both normal & facet builds)
-c_n00b
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c_n00b do you still have the hole bug ? ý had the same error in AC3D, than ý check the normals of surfance. somehow some of them is looking invards. in TS or AC3D it is rendered correctly but problem is still there.
(I have changed my password , old one was very common :) )
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yep, i am, even when i use the correct normals option in ts import (although it does get rid of some of the holes)
look at the zip i posted earlier for specific things i'm having trouble with
to be honest i don't even know your old password, i literally just clicked reply and it said i was logged in.
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Are you using the latest FSO build?
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TS 's fix normals did not worked for me , i have to correct all wrong faces in AC3D which i use as primary. however if you render the model all will be shown fine.
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ok, i fixed the hole problem, pretty much anyway, but the big problem i'm having is pcs crashing on convert. it really doesn't matter what fso build i'm using, since i'm not even to the point where i have a valid pof file yet. (although yes, i am using the latest fso build)
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hmm, maybe the model's just too detailed? i got a strange error trying to load it in the latest version of fso, something like num_verts < MAX_VERTICES or something like that... what are fso's current limits? / is it just my computer? i've got a p4 3ghz ati radeon x300 se 512mb ddr2 ram 40gb harddrive 120gb secondary harddrive with 1245m total available memory.
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I think the hard maximum is 25,000 triangles in a single subobject so unless you're being really ambitious I doubt you're hitting that :D