Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 0rph3u5 on April 29, 2009, 02:31:12 am

Title: Bug-fixing the PVD Astarte
Post by: 0rph3u5 on April 29, 2009, 02:31:12 am
Okay - no long speeches...
I (once again) need a modeler - but this time its nothing serious

I'm looking for someone to do a small job for me which Im to lazy and incompetent to do...
for the Shard Of Infinity I've modified the GVD Astarte from INFR1 (credit will be given once released - dont worry) to fit in the campaigns reconstruction-era setting, fewer turrets, altered stats and the like... but the imense size of that ship is still a problem...  
It simply needs to be downscaled (don't worry about turret or path data) to a about 60-70% of it current size (so it does not dwarf the Typhon anymore)

EDIT: PVD Astarte thread at freespacemods.net (http://www.freespacemods.net/forum/viewtopic.php?f=513&t=162)
Title: Re: Where to get a modeler these days....
Post by: Getter Robo G on April 29, 2009, 03:52:31 am
You can do that in ts3, or 3dexploration in seconds.

You don't need a modeler.  :D

Title: Re: Where to get a modeler these days....
Post by: Dragon on April 29, 2009, 04:39:35 am
You can do it in PCS2.
Simply change POF scaling factor to 100 (helpful if you want to know how much you're rescaling the ship) ,save as .COB ,set scaling factor to 65 (I took average of size range you want) and import .COB back to PCS2.
You can set POF scaling factor in preferences tab.
Hope that helps.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on April 29, 2009, 03:40:42 pm
that did something - appearently what was intended
but as little sideeffect the Astarte is now a Ulysses in FRED....
Title: Re: Where to get a modeler these days....
Post by: chief1983 on April 29, 2009, 04:04:33 pm
???

Ulysses is the default player ship, not sure if that's related or not.
Title: Re: Where to get a modeler these days....
Post by: Droid803 on April 29, 2009, 10:50:10 pm
that did something - appearently what was intended
but as little sideeffect the Astarte is now a Ulysses in FRED....

That method requires a bit of fixing of the header data in PCS2.
The POF -> COB -> POF tends to corrupt the LOD settings, and the scaling for the subsystems.

Not a real problem though, as it's a five to ten minute job to set everything back right.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on April 30, 2009, 03:57:20 am
The POF -> COB -> POF tends to corrupt the LOD settings, and the scaling for the subsystems.

that did it...
now I'm off without any path-data... but that should be easy

thanks
Title: Re: Where to get a modeler these days....
Post by: Dragon on April 30, 2009, 09:44:24 am
that did something - apparently what was intended
but as little sideeffect the Astarte is now a Ulysses in FRED....

It was my nightmare when I converted SOSD Solaris.
Glad to see you found an solution to this problem ,I tried to handle this but finally switched to GTD Daegon ,which caused no problems. Apparently it was caused by LODs which Daegon is lacking.
And I have one more question.
Are the multipart turrets working?
I'm asking because I rescaled the ship (Steve'o's Karuna) and multipart turrets were acting weird.
I never rescaled ship with multipart turrets after that ,so I would like to know if you succeed.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on April 30, 2009, 03:20:18 pm
I've not checked 'cause the V-LRMs are not ready yet...
but I've a long weekend so it will be no problem to send it into a test against Iraklions and a Galatas...
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on May 02, 2009, 10:15:10 am
Are the multipart turrets working?

the multi-part turrets are firing but that's it - no orientation of some sorts

another problem came up through: the Galatas need just 2 salvos from its uber-blobs to disarm all turrets on the Astarte - the turrets appear to have their "damage sphere" anywhere and nowhere on the model
Title: Re: Where to get a modeler these days....
Post by: Topgun on May 04, 2009, 09:49:21 am
oh yeah, I forgot about the asteroid, sorry.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on May 04, 2009, 12:55:16 pm
oh yeah, I forgot about the asteroid, sorry.

mis-post?

Never drink and post, dude
Title: Re: Where to get a modeler these days....
Post by: Topgun on May 04, 2009, 02:35:21 pm
I confused you with someone else.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on May 08, 2009, 04:17:17 pm
Alright...

Someone got an idea about that turret problem? (turrets appear to have a "damage sphere" equal to the model size -> 2 shots with some fire power and its disarmed...)
Title: Re: Where to get a modeler these days....
Post by: Dragon on May 09, 2009, 07:26:24 am
I tried to find why Hyperion's turrets are acting weird and I think I found a problem.
Bounding box of multipart turrets got somehow streched ,and that's why is causing strange behaviour.
Maybe on Asarte they also got extended ,so they cover entire ship.
You can try to do two things:
1. Delete barrels in PCS2 before conversion and see if that helps.
2. Get a modeler.
I will use the second solution because I don't want to
lose Hyerion's multiparts ,but Asarte is lo-poly and it's turrets
will look only slightly more crappy without barrels.
You may need a modleler.

EDIT: I recalled I heard of another method of conversion but I know nothing about it.
You may try to find PCS2 with POF-Collada support ,but I don't know how
stable is this version or if it's possible to use it for rescaling.
(I wanted to do this ,but it was on my old computer with Windows Millenium and there
wasn't any POF-Collada version for this OS)
Title: Re: Where to get a modeler these days....
Post by: Droid803 on May 09, 2009, 11:39:00 am
If you want, I could run the thing through some cleanup in 3ds max, get it back into POF, and *sigh* manually do all the turret data.
That may or may not make it work.
Obviously, someone more skilled than I am at modeling would probably do this a lot better, but I have a feeling they're all quite busy.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on May 11, 2009, 08:48:20 am
I've checked up...
the bounding boxes appear to be okay but the most of the turrets are listed to have a radius nearly as large as the model itself

UPLOADED
Title: Re: Where to get a modeler these days....
Post by: Droid803 on May 16, 2009, 04:59:16 pm
Ok, I've had a look at it.
The multiparts don't rotate because well, in the POF, it says they can't.

(http://img.photobucket.com/albums/v423/kc1991/SwitchRotate.png)

The way to fix that is to change it from "No Movement" to "Rotate" in PCS2. That should fix your issue of the multiparts not working.

The radius error I think I'll need to reinstall my modelling program to fix. Somehow, the turrets center turned into the center of the model.
Title: Re: Where to get a modeler these days....
Post by: 0rph3u5 on June 13, 2009, 08:27:14 am
The radius error I think I'll need to reinstall my modelling program to fix. Somehow, the turrets center turned into the center of the model.

any progress?
Title: Re: Bug-fixing the PVD Astarte
Post by: Droid803 on June 13, 2009, 05:43:53 pm
Ok, I think I'm just going to export the INFR1 one to 3ds Max, rescale, then re-export. Seems like it'll be quicker than fixing the turret centers.

I'll do that now.
Title: Re: Bug-fixing the PVD Astarte
Post by: Droid803 on June 13, 2009, 11:33:53 pm
Double Post, but I've got it done. Took longer than expected due to some missing *.dlls and unrelated annoying ARRAY OUT OF BOUNDS errors. Seriousily, whoever made PCS2 should fix that, or at least make its error message more helpful. IT'S HORABLE doesn't quite cut it. Pisses me off to no end....grah. I had to get creative to make PCS2 finally cough up a DAE so I could import it into MAX. Eehh, then I realized I didn't reinstall colladaMAX yet...ergh... I'm ranting.

Anyhow, I exported the model to DAE, deleted all the POF data in max, moved the subobject centers, reexported to DAE, converted back into POF, and redid all the data in PCS2...and now it's all nice and clean. I hope...

Should be absolutely fine now.

GET: http://files.getdropbox.com/u/126554/FS2/capitalv2_a.pof

Looks like it ended up needing a modelling program to fix anyway. :/
Sorry it took so long. Completely forgot about it for a while (plus not having MAX working). Hope I didn't hold up your campaign too much...
Title: Re: Bug-fixing the PVD Astarte
Post by: 0rph3u5 on June 14, 2009, 07:16:34 am
thanks, man
and no you did not cause a lot of hold up, I just did not get to the point where the vasudans would need that thing (though now comes pretty handy) -
also I've plenty of other stuff to make (ancient effects are just one of them)
Title: Re: Bug-fixing the PVD Astarte
Post by: FUBAR-BDHR on June 18, 2009, 11:52:42 pm
One thing I've noticed on this is that when you reload the model and do the rotate on the turret the subobject will also get rotation turned on so you have to turn it back off it your don't want it.  Also if yo reimport a model with rotating turrets all the lods will get subsystem info and rotation settings.  Pain in the but when you have 30-40 rotating turrets on a model and several of those on lod 1 as well as 0.