Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on June 22, 2007, 03:31:33 pm

Title: here's a glitch for ya...PCS CONVERSION
Post by: --Steve-O-- on June 22, 2007, 03:31:33 pm
i converted the thor model from COB to POF...went just fine but for one thing. the cockpit.
PCS said it converted all faces and verts but when i looked at it only half of the cockpit mesh was there. so i converted just the cockpit model, same deal. looked at it in MV same deal, half the mesh was just...gone.
tried reworking the textures...same deal. so finally i converted the cockpit model in MV, all the mesh was there no problems, opened it up in PCS...no problem...reconverted it down from POF to COB...and then back to POF in PCS and all was just fine. normally i wouldn't be concerned if it seems like i somehow unknowingly fixed the issue...but i just have this sneaking suspicion that PCS is lying to me and although everything looks ok its going to come back bit bite me in the rear later.
anybody know whats going on here?
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Topgun on June 22, 2007, 04:24:00 pm
Did you use some sorta mirror modifer to make the cockpit? sorry for the blender lingo.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Scooby_Doo on June 22, 2007, 05:55:03 pm
Sounds very much like the mirror tool (if you used max).

Don't use it! Use symetry modifer instead.  It'll look 100% better.
In Max the mirror tool will flip the poly's normals.  It is fixable (reset X-form) then flip normals back.  However smoothing will be bad.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: --Steve-O-- on June 22, 2007, 10:31:36 pm
its a truspace thing. i thought it was fliped normals too...checked that.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Scooby_Doo on June 23, 2007, 12:24:34 am
Truespace shows the polygon texture even if it's normal isn't facing you.(i.e. it shows the texture both when it's flipped or correct)
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: --Steve-O-- on June 23, 2007, 01:05:54 am
i wish there was a way you could disable that. no point on having the inside of a "solid" object textured right?
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Scooby_Doo on June 23, 2007, 01:14:45 am
Agreed, and since no games really support two-sided polygons.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Bobboau on June 23, 2007, 02:27:29 am
there is, it's in the render options, looks like the jpg I'm attaching

[attachment deleted by admin]
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Scooby_Doo on June 23, 2007, 02:36:03 am
That must come with the newer Truespace versions, because i don't see it in 3.X
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Bobboau on June 23, 2007, 02:58:16 am
I'm prety sure it was in 4.2 at least, it might be hidden somewere, but I'm fairly sure it has been around for quite a while.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Kazan on June 25, 2007, 03:06:43 pm
PCS 1.x or 2.x?
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: --Steve-O-- on June 26, 2007, 09:44:54 am
the latest general use PCS. i think 1. something...id have to get on that computer to give you the exact digits. all be said though, i took the cockpit model converted it in MV32, it spit out a perfect pof, PCS agreed, used PCS to back the pof down to a COB, converted that COB to POF using PCS just to check, no problems, reconverted COB again, swaped out the degenerate cockpit with the MV converted one, loaded the whole model through PCS, no problems,  got it ingame...so far no problems.
PCS just did not want anything to do with the original conversion for some reason. i even took not of the total poly count in the cockpit as a COB, PCS converted it and showed the exact same number of polys had been converted, but when i looked it in both PCS and MV...only half the polies were there. so long story short i side stepped the problem for now, i just want an idea of what might have happend so i can address the issue properly if it arrises again.
Title: Re: here's a glitch for ya...PCS CONVERSION
Post by: Vasudan Admiral on June 26, 2007, 11:06:18 am
In this instance, and this instance only, that method isn't so bad. The reason for this is soley because the result of a modview conversion is going to be a cockpit interior, where collision detection isn't a problem.

Here's what happens to the polygon bounding box data vital to collision detection during a modelview conversion vs a PCS conversion:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Misc/ModviewConverter.jpg)

In a model this simple it doesn't really affect anything, but as soon as you get more complex geometry, you WILL get problems with the modview one. Shots might go through parts, the sun might show through parts or the players whole fighter might go through parts.

Remember: If PCS1 crashes during a conversion, you can be 80% certain that _something_ is wrong with the model. Also, since the facet build is more forgiving than the standard build in my experience, if it crashes during conversion you can be 98% sure that something is wrong with your model.