Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: stumpjumper920 on August 24, 2008, 02:51:20 pm
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Hola! I found yas after I read about the cockpit a guy made in popsci for the battlestar fs2 mod. This is just sweet! I use to play FS1 for hours a day when i was younger, just loved re-tablin' the ulysses and a flail for the gauntlets, sorry im getting off track anyway...
I have been messing around with tables and pcs2 for awhile and finaly decided to start adding models from other space based games. For the most part i have had no problem converting nifs with milkshape and lithwrap, small things like the delta flyer and aeroship have worked fine, but larger things and more complex models like the puddlejumper from atlantis and battlestar pegasus have been giving me problems. I can view COBs in PCS2 after a long wait from it loading, (i think it gets stuck on smoothing?), but once i save as a POF and try to view it again it crashes. Any hints or tips on what i can do to fix this?
thanks!
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:welcome:
How big are the models that are failing polywise?
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thanks! pcs2 says 34488 for the pegasus, i still need to go find where i put the jumper...
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The Wiki says (http://www.hard-light.net/wiki/index.php/Modelling)
that 24k is about right for Juggernaut size, dunno if 34k is too much for PCS2. Hopefully not.
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Usually PCS2 crashes due to crap models. Mostly models designed for rendering rather than for games. I'd pick that it has internal faces. This gives PCS2 a hard time as it can't figure out which part of the model is the inside or the outside.
Blender has an excelent tool to find that stuff (find non manifold)
Otherwise there is Meshlab that can be used to locate them. On a 34k mesh Blender would be better. Hopefully someone can point out another way.
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ok just checking but are internal faces when you view a model and zoom way in so you look inside-out, i hope that makes sense :P , you can see maps applied to the inside of a model, on models that work if you do this it's invisible, but not on the models that are screwed up. Is that right? If so then yup i have that problem.
I have blender, will it get rid of them or just tell you that they are there?
Oh and i found the puddlejumper, i can get it to save as a POF but it crashes FRED, is probably the same problem?
*edit* ok so i found the manifold thing in blender but when i click it nothing happens...
thanks again for the help!
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I have blender, will it get rid of them or just tell you that they are there?
*edit* ok so i found the manifold thing in blender but when i click it nothing happens...
It will just show you where they are. It also highlights edges of open meshes, which you ignore. The ones you get interested in are when there are three verticies (a face) or more in one area.
To use it you have to be in vertex mode with nothing selected, and then, nothing happening is a good thing.
Oh and i found the puddlejumper, i can get it to save as a POF but it crashes FRED, is probably the same problem?
Yup
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You said .NIF, that implies Bridge Commander.
I have that model because I have permission for conversion for JC's SG-1 mod.
(in fact I have about 1/4 of them in game)
That Puddle jumper needs massive poly reduction as do half those models...
(More workable alternative - Detail Boxes)
Nuff said...