Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Quanto on April 24, 2010, 12:37:56 pm

Title: Modelling in Freespace (and Bounding Boxes)
Post by: Quanto on April 24, 2010, 12:37:56 pm
Alright. I've produced a ton of models for my mod so far.
Most you all have already seen. However, I have one problem above all others, that I have only mentioned off-hand in IRC. Since there seems to be few modelers in IRC, I am going to put it out here, for all to see.
My models have inverted bounding boxes. FSO_Debug screams at me. And I'll be honest, I have no clue what a bounding box is, or how to make sure it ISN'T inverted.
So I'm appealing to my fellow modelers who have a lot more experience than I with this Engine, to explain to me, what causes an inverted bounding box, and how to fix it.

What's bringing all this up is that, Myself, AndrewofDoom, and a few alpha-testers, tried to run our first ever multi-player match of Stellar Assault. Every attempt ended with a Crash-to-Desktop. (For the clients, the host did not experience this). We ran debug, and got spammed with bounding box errors. Now we've known about them for a while, and I doubt they are the cause for the CTD in Multi, but we can't find the cause for the CTD until with fix the Bounding Box problem.
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Spoon on April 24, 2010, 12:56:53 pm
Quote from: Battuta
Be careful of the inverted bounding box error.  When you save a pof from RC2A, the bounding box gets inverted, and this can cause strangeness in-game.  To fix it, open the pof in PCS 2.0.3 and go the "Data" dropdown menu.  Second item from the bottom is "Purge BSP Cache."  Click this, then resave the model and your bounding boxes will be a-ok.
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Quanto on April 24, 2010, 01:15:27 pm
Spoon?
May I father your children?
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Spoon on April 24, 2010, 01:26:53 pm
Spoon?
May I father your children?

(http://i42.tinypic.com/rad81v.jpg)
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: General Battuta on April 24, 2010, 06:14:07 pm
Quote from: Battuta
Be careful of the inverted bounding box error.  When you save a pof from RC2A, the bounding box gets inverted, and this can cause strangeness in-game.  To fix it, open the pof in PCS 2.0.3 and go the "Data" dropdown menu.  Second item from the bottom is "Purge BSP Cache."  Click this, then resave the model and your bounding boxes will be a-ok.

While it's excellent advice, I totally didn't say that.
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Spoon on April 24, 2010, 07:06:08 pm
Quote from: Battuta
Be careful of the inverted bounding box error.  When you save a pof from RC2A, the bounding box gets inverted, and this can cause strangeness in-game.  To fix it, open the pof in PCS 2.0.3 and go the "Data" dropdown menu.  Second item from the bottom is "Purge BSP Cache."  Click this, then resave the model and your bounding boxes will be a-ok.

While it's excellent advice, I totally didn't say that.
I can't even find where the hell I found that post. I wonder what was in my drink.
Ah well, regardless it was of use for Quanto so it's all good  :p
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: General Battuta on April 24, 2010, 07:08:32 pm
It was Esarai, in the thread about the Kvasir.
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Spoon on April 24, 2010, 07:19:05 pm
I could have sworn it was you, but it was the BP logo playing tricks on me!

yeaaah...
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: FUBAR-BDHR on April 24, 2010, 07:46:12 pm
Be sure to check your normals after the flip.  You might just end up with all your weapons firing into the model or not firing at all. 
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Quanto on April 24, 2010, 09:05:38 pm
Yep its all good now
We played some SAFSO Multiplayer for a good 4 hours. **** was cash guys. Now we can really look into ship balance.
Title: Re: Modelling in Freespace (and Bounding Boxes)
Post by: Scooby_Doo on April 25, 2010, 04:52:29 am
I thought this was fixed ages ago.  :confused: