Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Raptor on April 14, 2006, 11:07:26 am

Title: New bug thingy...
Post by: Raptor on April 14, 2006, 11:07:26 am
New bug, new thread ;)

After many long hours working on a ship for my BSG project, I've got it in game, with 14K polys... :eek2: :nervous:

Still got a problem with it, and I've found something odd...

Did a couple of missions with this ship with 'All Ships beam-freed by default' set in mission specs, and I get CTD's.  Everything works fine for a while, ships fires it's beams and other weapons okay...

With beams switched out, still get this bug.  But when 'Beam-freed' is turned off, completely stable (so far...)

My initial guess would be that it's something to do with the model error (it's the old bounding box one).  So that when a hostile tries to fire a beam at it... CTD.  Normal weapons (flak, missile and pulse) work and hit fine.

Need to have a chat with someone (Strat?) about checking my .cob heraicy/pof conversion...
Title: Re: New bug thingy...
Post by: StratComm on April 14, 2006, 11:23:55 am
IM's in my profile :)

Though there are a number of things that could be wrong with your bounding box, if you're using PCS for conversion it should be fixable.  PM me the pof and I'll take a look at it.

EDIT: And you can consider this a response to your PM too, so that we don't have redundant messages going about.  I'd like to get whatever's wrong with your model (and more importantly how to fix it) into the public domain without compromising the model's secrecy itself.
Title: Re: New bug thingy...
Post by: Raptor on April 14, 2006, 01:09:26 pm
http://www.fileh.com/Raptor/BSG/Guardianbeta.rar

Existing .pof file, .cob file, plus all needed unqiue textures (as it's a beta version, uses a few FS2 textures as place holders)  PCS was used for conversion (after a few flase starts since some of the detail parts had polygons with more than 20 points)

The texturing is crude, I'll admit that.  As is the method of adding in detail.  I need to go over the detail subobjects I've got in the scene again (still got some more to do, and already the ploy count is over 22k! :eek2: )  Hence not all the detail objects are included in the .cob model, which as it stands already tops 14k (damn, I'm getting as bad as Omni!)

Screenie:
(http://img522.imageshack.us/img522/3268/guardianbeta7vo.jpg)

I tried to get one where the guns are firing, but the bolts travel too quick! :lol:

Full details, untextured (except the MPTurrets):
(http://img139.imageshack.us/img139/326/guardianbeta09vv.jpg)

I'm not bothered about keeping things secret ATM, but I've kept back the tbl's for the moment ;)
Title: Re: New bug thingy...
Post by: StratComm on April 14, 2006, 03:48:15 pm
I don't actually have Truespace installed and so can't actually mess with the cob.  However, I see one major problem (which may compromise the beam-intersect code on a deathroll or something like that) is that the hull geometry (Guardian) is not the root of LOD0.  The cob heirarchy has to look about like this:

Model
----Guardian
--------Guardian_geometry
--------Guardian_detail
------------Guardian_detail_geo
------------Loc Light
--------Loc Light
----Turret01
--------Turret01-geo
--------Loc Light
...

when it should look like this:

Guardian
----Guardian_geometry
----Guardian_detail
--------Guardian_detail_geo
--------Loc Light
----Turret01
--------Turret01-geo
--------Loc Light
...

In other words, all the turrets and the lower LODs should be children of the LOD0 geometry, not siblings.

If you redo the heirarchy so that the actual hull is not considered a seperate subobject from the phantom hull you've got now and reconvert, you'll instantly fix the bounding box issues.  Now that may or may not have anything to do with why hitting it with a beam makes it crash, but without geometry in LOD0's root I could envision the game trying to hit a vertex on the "hull", not finding any, and dumping out.  Or seeing the collision check for the beam intersection die when the boundingbox max and boundingbox min are equal.  Try it and see if it helps.
Title: Re: New bug thingy...
Post by: Raptor on April 14, 2006, 04:17:06 pm
I'll try it out.  It may also be the reason why why the ship died (in the early alpha version) it caused a CTD.  It too had a bounding box issue...

EDIT: That fixed both bugs.  Thanks Strat.:yes2: :D :yes: