Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on February 13, 2005, 05:43:56 pm
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Hey, I was wondering if anyone knew how to convert from .ms3d into .pof?
I tried using Lithunwrap to save the .ms3d as a .cob, then convert the cob into a pof. However, Kazan's PCS (latest version) keeps giving me the same error:
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.
Now, it does this with every model I have that was made in MS3D. I tried opening the .cob (from lith) in truespace, gluing it to a light (as a sibling), saving, and converting, but no dice.
COB2FS2 does work, but 99.9% of the time, the model's shading groups are all whacked. An example (of my failed attempt at converting my high-poly Herc Mk II):
(http://img.photobucket.com/albums/v56/UnknownTarget/hercerror.jpg)
Can someone help me out?
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ewww, try a big block intersect, take a cube and intersect the model. should clean it up abit, besure to clear the delete edges checkbox. also try copying the model in ts, this usually helped in ts4, ts6 its alot less effective. essentially it will clean up the model's data structure abit. also make sure you are using autofauceted materials, usually its a good idea to re-apply the texture in truespace as it will fix the smoothing to a degree.. that should help. changing formats is bad for keeping all data intact, usually it always screws stuff up.
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....and how do you do all this in COB2FS2?
Also, once I open a converted file and resave it in TS, I lose all sub-objects :(
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Milkshape in particular is dicy, since it has trouble keeping models solid IIRC. I don't know what intermediate format you are using, but you may try a different format to save out from milkshape and then convert it to cob using 3dexploration.
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I could try and convert it to .3ds through max 7 if you want me to.
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Sounds like you have BSP troubles. Your model might not be a solid. Look for missing faces. That´s the same problem i had with a carrier i made. The BSP problems made the hull full of "holes", where you could fly and shoot through.
Intersecting the mesh didn´t help me. You might need to manually check every face, looking for trouble spots.
I know i had to dump my model, because the problem couldn´t be fixed.
If i had to guess, i would venture the gun mounts as your trouble spot. Do an intersect, followed by triangulization, and try it. And even if PCS converts it, you might still not be out of the woods yet. You might need to check the model for solidity in-game.
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I'll check again, see what I come up with.
In the meantime, this model did convert (withf COB2FS2), however I had to open it up in TS, so it has no sub-objects. Any idea why this worked and the other didn't?
(http://img.photobucket.com/albums/v56/UnknownTarget/jeterror.jpg)
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is that a flying beam cannon or is that 'im in a vaccume but for some reason i have an air intake' synderome :D
if it is an engine everyone knows that the center of thrust needs to be centerline with the vehicles center of gravity, otherwise you get the whirlybird syndrom, ever play with poorly assembled model rockets :D
it probibly converted better cause it probibly hasent been run through every piece modeling software in existance. i find that models that have been bounced around will always screw things up. like when i converted my apis fighter over to freelancer, damn that was not pretty.
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The ship can also fly in-atmosphere, too :p
And it was converted from .ms3d to .cob using Lithunwrap, then opened in TS, resaved as a .cob, opened with COB2FS2, and converted to a POF, same as the previous (Herc II) model.
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I tried a few with modelview to pof sometimes it can convert things pcs cant/won't
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Look at your poly and vertices numbers in TS. There is a version of lith out there that saves .cobs as a bunch of unconnected single faces. You'll know you've got this if your number of vertexes is a lot higher than your number of faces.
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What's the version of lith that saves the objects correctly, and where can I get it?
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IP Andrews Freespace 2 Ship Creation Guide (http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/) has a working version.
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Thanks, I'll try it when I get home :) One last bit: How can I make LODS without opening up the model in Truespace (because truespace automatically sticks everything together into one object). Is it possible?
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Downloaded Lith from that link, tried converting, didn't work :(
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I don't know if you'll be able to get it converted without opening it in Truespace. Are you sure it's not just grouping things when you do though? You'll get everything when you select a part of the group, but by either pressing the down one level button (down arrow) or the down key, you'll get into the subobjects themselves.
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Just create and import the LOD models individually.
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But what about the actual fighter? Look at the amoothing groups, they always come out all whacked.
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That looks, ironically, a lot like what PCS does to (correctly) shaded Truespace models. You'd probably be better off to reapply textures in Truespace itself, since TS uses a texture system for smoothing anyway.