Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: shiv on April 14, 2007, 06:21:36 am
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Okay... here's my problem. I've got a landscape generated in Terragen. It has 65025 verticles and 129032 faces. I've tried converting in Modelview, cob2fs but it says that it's too poly. I've tired also PCS, but after 30 minutes of converting i see M$ reporting dialog. What should I do?
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Okay... here's my problem. I've got a landscape generated in Terragen. It has 65025 verticles and 129032 faces. I've tried converting in Modelview, cob2fs but it says that it's too poly. I've tired also PCS, but after 30 minutes of converting i see M$ reporting dialog. What should I do?
You could probably convert it in Max. Even then you may need to break it into smaller chunks.
There will be quite a few places where you could reduce the poly count and not notice the difference.
Not sure if fs2_open_3_6_9.exe will cope with 65k verts for one object, so you may need a different FSO build.
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About an hour ago I would have replied saying that just isn't possible without the max plugin, but a thought occured to me. In all my previous experiments into the matter, PCS hasn't been able to convert any model with more than about 12-15k polys. However, I just got a 230 000 poly model in-game using it. We're talking a 60 meg POF file here! It was murder on framerates, but it worked.
230k probably isn't even the max the engine can take either. I just got sick of the 4 minute conversion times. ;)
The trick is, you need to separate the model into separate submodels for conversion via PCS. My test model was 60 spheres of 3840 polys each, but it should be able to take submodels with polycounts around that 12-15k mark. So, you could try splitting it into 10 separate ~12 000 poly submodels.
The other cool thing with this is that it sets your model up nicely to implement detail box techniques to prevent ALL those polys being drawn at once, murdering framerates. You should definitely do this in this case considering how large the land mesh will be.
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Have you tried Max's Optimize modifer?
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Wow, land mesh!?! I wonder if that means we can make something like rouge squadron...
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i, for one, will not be satisfied till we get to fly a z-95 around the streets of coruscant. stick with us SWC guys, we'll do big things.
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i, for one, will not be satisfied till we get to fly a z-95 around the streets of coruscant. stick with us SWC guys, we'll do big things.
*does calculator work* yep, and it will take 10000000 years for them/us to do it.
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Have you tried Max's Optimize modifer?
Wow, land mesh!?! I wonder if that means we can make something like rouge squadron...
here's a screen:
(http://img183.imageshack.us/img183/576/mouzh9.jpg)
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i, for one, will not be satisfied till we get to fly a z-95 around the streets of coruscant. stick with us SWC guys, we'll do big things.
Wedge's Gamble, much? :nervous:
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Oh sorry... I could swear I saw Max mentioned here... maybe it was another thread. :nervous:
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Okay... here's my problem. I've got a landscape generated in Terragen. It has 65025 verticles and 129032 faces. I've tried converting in Modelview, cob2fs but it says that it's too poly. I've tired also PCS, but after 30 minutes of converting i see M$ reporting dialog. What should I do?
You could probably convert it in Max. Even then you may need to break it into smaller chunks.
There will be quite a few places where you could reduce the poly count and not notice the difference.
Not sure if fs2_open_3_6_9.exe will cope with 65k verts for one object, so you may need a different FSO build.
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Wow, land mesh!?! I wonder if that means we can make something like rouge squadron...
I take it you've never seen any screenshots from Shadows of Lylat (http://www.game-warden.com/starfox/), then? ;)
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how do you do it? strecth it out to an inimagineable size and make it a .pof?