Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Shrike on May 08, 2001, 04:09:00 am
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Grrr...... My latest pof doesn't feel well.
The untextured model worked fine in FRED, then I went back, textured it and did some necessary geometry changes. I get some errors, figure out what the problem is. Now it works perfectly in modelview, but in FRED is just......goes weird. Kind of a dark blue outline, and only some of the texture show up. Plus, I can't rotate the scene anymore. To add the piece de resistance, somehow the bloody vertices count quadrupled and I swear the poly count went up by at least 50% from when it was in 3DS....
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Yeah, I had that problem when I was turreting the Victorious (which I will finish when I get the sub-objects figured).
With me, it loaded up, went blue and then I couldn't move the camera or select the ship. I think my problem was 3d Exploration, which is also evil when modding.
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"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw... project coordinater of Alternate Reality and Story-line help-guy of The Perfect Storm.
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**** ! I was using 3DE....I model in 3DS, so I have to convert to cob somehow.
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Blue? Well WHY didn't you tell me that last night Shrike?
In Fred blue means you got too high a poly count.
I've noticed a few 3ds models I've worked with will show one poly count in TS but act like a much higher count.
Side me the model later,...I've got a polyreducer for 3ds models that might help.
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Warlock
(http://deathangelsquadron.net/da.jpg)
DeathAngel Squadron ("http://deathangelsquadron.net")
CO
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did you use any deformers or and unusual tools?
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Bobboau, bringing you products that work.............. in theory
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Just basic extrude and mesh edit commands, nothing specacular. About the most complicated would be breaking and welding vertices.
thing is, it gives me a poly count of like ~700 in MW but a vertices count of >1600...which is not right!
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Yup, I found that... I used to use 3DE to convert my models too, but not only did it do that, it made the cob2pof conversion go funny.... and not in a good way. So I basically just open up the file in Truespace (yes, 3ds format) re-apply the textures (the texture maps are still in place so it's just a question of applying the right texture to the right face) then save as .cob .
Now all I have to do is get the Sub-objects figured... which will take an infitessimally long time.
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"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw... project coordinater of Alternate Reality and Story-line help-guy of The Perfect Storm.
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Originally posted by Warlock:
I've noticed a few 3ds models I've worked with will show one poly count in TS but act like a much higher count.
I think this is because TS counts a square region as a face- I know in 3ds3, you frequently get squares that are actually two triangular faces. I'm not sure because I don't have TS, but I remember hearing about a triangulate tool that turns all faces into triangles...If doing that increases poly count, then TS's facecount is innacurate, and the actual facecount is whatever you have when everything is in triangles.
So 3DE is BAD for converting models to COB? Dang, I was hoping to take that route.
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
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Yup, don't know how it does it, but if you use 3DE to convert a model, it somehow corrupts it/changes data on it so it wont work... at least not with TS1.
Strange thing is, if you just convert the file then make a pof from it, it will work fine (for most models anyways). If you convert it, save it in TS1 then make a pof outta it, things start going wrong...
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"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw... project coordinater of Alternate Reality and Story-line help-guy of The Perfect Storm.
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Why didn't you ask me that? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
The problem with vertex count is the following:
When you create a model in 3D Studio MAX, it reuses the vertexes. This means: one vertex is used always by three different faces on a mesh, unless you edit it somehow. When you export a model as 3DS, it makes it so each vertex is used only once, triplicating the vertex count. On exported 3DS files, without any face deleted, it's highly probable that your vertex count is exactly three times the poly count. Bad, heh? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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ugh...that's a pain in the posterior.
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It never hurt me before. The vertex count does not affect the engine at all. It does not imply in more memory, more processing power, or anything at all that might mess with the performance. It may cause conversion problems, though... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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I might have an idea of what's going on, back in the when I built homeworld models we had a particular problem that sounds much like yours where a 3ds model seemed to have roughly twice as many faces as it should have had, The problem as we found out was that 3DE was double-facing everything, hence you got twice as many polys. I think it was a bug with the software and to my recollection I can't remember how the hell we fixed it. You might have to convert it to some intermediate filetype (lightwave perhaps?) and then to cob.
[This message has been edited by Maeglamor (edited 05-11-2001).]
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About the verticecount tripled.. That's not exactly true. It happens only when you use special UVW mappings, like cubic ones. If you're using only the plane, cylindric (and maybe spheric, I don't know) mapping, it won't happen, the verticecount will stay the same
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
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