Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Boomer on May 30, 2005, 07:18:31 pm
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I converted a COB to a POF using the new MODVIEW, but when I tried to make a thruster for the new model in Kazan's POF Constructor Suite, the thing screwed up, gave me an error message, and compiled a file of 0Kb that was completely useless.
Any ideas? :hopping: :hopping: :hopping:
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Probably better off not converting cobs to pofs with modelview. It's buggy at best.
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but even when I tried it with Kazan's program it gave me a Fatal Error message that stated that I hadn't grouped the objects. There was only one object and I erased the lights!
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that might have been the problem. Add ONE light to the hull.
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Sometimes I have to use PCS, or modelview or the high limit cob2pof exe so it depends on the model. Which sucks when all 3 fail...
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I tried adding a light and it still gave me the grouping error.
[edit] I can convert with MODVIEW, however, when I try to use PCS to make a thruster and save the whole thing crashes!:mad: :mad: :mad:
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Modelview saves everything 20times bigger than you made it iirc, that could be causing placement problems?
Just make sure you have both the geometry and the light in the same group in Truespace, and try converting in PCS as a Scene file, rather than an object file (.scn instead of .cob iirc). I tend to find scene files are slightly more stable when converting for some unknown reason.
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I finally fixed it. What I needed to do was glue what I think is the light source (the funky little arrow that hangs next to the model) to the model itself, and the POF finally compiled. Now I have to figure out how to make docking paths.... sigh....
Thanks for all your help. This is a first timer for me and, man, has it been a learning experience.
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LOL Believe me, even people who have been modding for years hate that particular part of the process more than any other, making the model, even texturing it, is about 50x easier than getting it all in-game and working, and that's even with the help of tools written by members of the community. I'd suggest you check out some of the FAQ's and the Wiki (Top of the Forum) for advice as well ;)
You may not even need to add paths at first, just make sure that the model works in-game before doing that (you might want to think about Levels of Detail and Debris first as well). Theres no point going to all the trouble of pathing it if it turns out to not be what you were looking for ;)
Oh yes, and I'd certainly recommend PCS for pathing, or, if the ship is low-poly enough, try Aurora from Bobboau's siggy, since that has an auto-pathing function, but be careful (as I'm sure you'e discovered) of opening models in various programs, every so often one can be...difficult ;)
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Much obliged, Flipside, much obliged.:D :D :D