Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Boomer on July 30, 2005, 07:36:05 pm

Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 30, 2005, 07:36:05 pm
:hopping: :mad2: :mad: :mad2: :hopping:

I just finished on a very time consuming model, gave it debris, LODS, turrets, and various susundry other things, came out to 2828 polys total.  Yet lo and behold, when I try to convert, PCS craps out and Modelview won't ******* convert!

Gahhhhhhhhh!

*Throws Mouse at wall.*
*Mouse Shatters*
*Pulls another out of Spare Mouse drawer*
:hopping: :mad2: :mad: :mad2: :hopping:
Title: Re: Gahhhhh! DIE PCS! DIE!
Post by: Mav on July 30, 2005, 07:41:16 pm
Quote
Originally posted by Boomer
*Pulls another out of Spare Mouse drawer*

:lol:


Errrmm... did you use the boolean tools of tS? They're kinda known for causing things like this (to me, too :( - though my models weren't that complex)
Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 30, 2005, 07:43:29 pm
No.  All I used TS for was texturing and TrueView for hierarchy editing.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Mav on July 30, 2005, 07:47:55 pm
Ummm - in this case I don't know what happened. But maybe others could help if you state which modeling program you used. Good luck with getting the model work.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 30, 2005, 08:07:50 pm
Used Blender to Model, Truespace for texturing and hierarchy.

I can get the model to convert if I get rid of all changes after I successfully added LOD1.  I've tried leaving just LOD 2 out, so I'll try to rebuild from the LOD1 checkpoint.  

(Yes, I save after each hierarchy edit, just in case.)
Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 30, 2005, 08:32:49 pm
Sorry to double post, but just got done with the second round of trouble shooting.  It seems that the error occured sometime after the point of LOD2 and there was a possible corruption of all the models from the LOD02 file on.  I was able to successfully transplant all of my debris into the LOD01 and convert.  I'm now going to attempt to redo the 2nd LOD and Import into the currently convertable LOD01+debris file.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 30, 2005, 10:22:12 pm
Feel free to ignore the thread.  I fixed the problem.  When things got screwey I got a little....overexcited?  Is that the word?  If work continues tomorrow at the pace that it did today, you guys might even see a release tomorrow.  Full LOD's and debris.

Ooooh, a record!  A triple post!

Another sign of the apocalypse.....:devil:
Title: Gahhhhh! DIE PCS! DIE!
Post by: TrashMan on July 31, 2005, 05:28:07 am
Boolean?

I use it on all my models and had allmost never a problem with it..

AS for PCS - does it spew out any message?
Title: Gahhhhh! DIE PCS! DIE!
Post by: aldo_14 on July 31, 2005, 07:41:56 am
TS boolean tends to **** up geometry IIRC.  For as long as I've been modding - despite not touching TS (for modelling) with a 10 foot barge pool - it's been de riguer not to boolean.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Roanoke on July 31, 2005, 11:06:59 am
Not just TS boolean either (3d anyway). Great for making 2d splines (that I bother much myself).
Title: Gahhhhh! DIE PCS! DIE!
Post by: aldo_14 on July 31, 2005, 11:30:38 am
I've used max boolean from time to time; although I always go back and manually fix vertices, etc, to make sure it's ok.  It's normally just where it's easier to use a primitive; i.e. if you want a nice circular protrusion or a more organic join than can be achieved using manual judgement.  I do try & avoid it where possible, tho.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Boomer on July 31, 2005, 11:34:13 am
I think I did use TS Boolean but didn't realize it.  When I reloaded the base model back into Blender and started Merging with that it came out fine.  I just need to finish POF'ing today and technically I could release it.  But I think I may go the extra mile and wait till I've done the tabling and play testing.
Title: Gahhhhh! DIE PCS! DIE!
Post by: Roanoke on July 31, 2005, 04:17:48 pm
Quote
Originally posted by aldo_14
I've used max boolean from time to time; although I always go back and manually fix vertices, etc, to make sure it's ok.  It's normally just where it's easier to use a primitive; i.e. if you want a nice circular protrusion or a more organic join than can be achieved using manual judgement.  I do try & avoid it where possible, tho.


shape merge :yes: