Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Turey on September 24, 2006, 11:02:55 pm

Title: Some problems with user-made ships...
Post by: Turey on September 24, 2006, 11:02:55 pm
omg it's so quiet when the site comes back up after being down a while. 3 registered users online!

anyways...
two different problems for two different ships.

first of all, how do i edit the moment of inertia data? it's causing CTDs whenever i use my bomber.


Other ship's Moment of inertia:
0 0 0
0 0 0
0 0 0

my bomber's moment of inertia:
-1.#QNAN         0          0
0                     0          0
0                     0          -0.10984113812446594

Modelview CTDs and corrupts the POF every time i try to edit Moment of inertia data.




my fighter causes CTDs in a DIFFERENT way.  :(
i get no error window on the debug build when it CTDs, but i look through the log, and this is the in-mission section:

"Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 34.969
Frame 2603 too long!!: frametime = 0.350 (0.350)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
2784 frames executed in 30.008 seconds, 92.775 frames per second.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Frame 3953: Weapon #541 CHASING cmeasure #869
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Int3(): From C:\temp\fs2_open_3_6_9.t\code\Object\CollideShipShip.cpp at line 787"



as the only ship in the mission with shields is a stock SF Dragon, i'm assuming the warnings are from the fact that the fighters my sideis in have a total of 8 firepoints EACH, but that's not causing the game crash. It appears the CTD is literally related to a crash, for everytime one of the Dragons slams into me, the game crashes.

help?


EDIT: and then, while i'm posting this topic, the number of online users jumps from 3 to 22...  :lol:
Title: Re: Some problems with user-made ships...
Post by: Turey on September 25, 2006, 04:05:47 pm
 :bump:


I really need help with this.

It turns out the Moment of Inertia is the problem for both.

But I can't edit it.

If i can't figure this out, I'll be unable to finish my mod...
Title: Re: Some problems with user-made ships...
Post by: Nuke on September 25, 2006, 07:26:49 pm
il be so glad when kaz gets pcs2 going so we can finally get a proper moi calculator. anyway what version of modelview are you using? you might have an old version.

anyway for the second one it sounds like you got some micropolies in your mesh. im suprised it even got through the converter. definately either a case of bad geometry or a corrupt pof. go over your mesh with a fine tooth comb and look for any small polies or virtices that shouldnt be there. booleans seem to cause theese so check areas where you may have used boleans. if you must use boleans id advise making sure that the polies on both sides are fairly large and simple in structure, i usually add detail after the boolean. you can fix the problem though, oddly with a boolean, just do a big box intersect, make a big cube, your model should fit inside it, then do an intersection of the 2, be sure to preserve uv coords/materials/ect. the resulting mesh should be free of bugs. di it for each object seprately.

also make sure your shild meshes are fully triangulated.
Title: Re: Some problems with user-made ships...
Post by: Turey on September 26, 2006, 12:03:29 am
so i found out that, if you use the 3ds max exporter, you can actually fix bad MoI. Apparently, each time you export, it throws random numbers into the MoI boxes. so you just have to keep exporting until you get numbers that work. It's a very useful bug.

the only place there might be minipolies would be around the viewport, i'll check it out.
Title: Re: Some problems with user-made ships...
Post by: Nuke on September 26, 2006, 02:32:50 am
if youre using  max then micropolies arent as big a problem. max is actually smart enough to remove them given the right modifiyers. i was assuming you were using the com/scn -> pcs route. i honestly dont even know how to use pofexporter. so the problem might be something that the max people are better qualified to help you with.