Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Fozzy on May 14, 2002, 04:15:53 pm

Title: Thruster troubles
Post by: Fozzy on May 14, 2002, 04:15:53 pm
Latley i have been making a new apollo (Aurora) and I am having problems with the thrusters (model).

I made them with normilised rotation at the base of the thruster plume.
They show up ok in Modelview (using texture thruster01.ani)
They dont show atall in freespace.

I found one error that i fixed, i made them so they have got rotation like the freespace models.

you can see the model and a screen shot of my TrueView list thingy here. http://www26.brinkster.com/fargate/pictures/apollo.html
Title: Thruster troubles
Post by: Fozzy on May 15, 2002, 03:20:46 am
Please help me, all i want to know is whats wrong with them.

:bump:
Title: Thruster troubles
Post by: TrashMan on May 15, 2002, 05:22:25 am
I really don't know, I'm havin trouble with thrusters too!
When you take care of that problem send me the Apollo, it looks great!;7 :yes:
[email protected]
Title: Thruster troubles
Post by: Nico on May 15, 2002, 08:54:49 am
I don't know about the pb, but what I know is that the rotating thrusters on some :v: models are an error, and shouldn't rotate ( they won't ingame anyway ).
Title: Thruster troubles
Post by: Grunt on May 15, 2002, 09:16:31 am
As I know the thruster problem is somehow related to the video card and bad texture vertex data generated by Truespace. In some configs it just doesn't show up.

The only workaround I could find (using the Diamond Viper 770) was to import the thruster object into Segeltuch as dxf file, and retexture it face by face. Then I created a POF, and copied the thruster chunk into the POf of the real model with a HEX editor.

I've never used Segeltuch for other jobs, but it's the only prog wich I can make working thruster flames with. :D
Title: Thruster troubles
Post by: Fozzy on May 16, 2002, 03:24:39 pm
erm the thrusters display now (there was an error in my hirachy) but they display weard and so do the thruster glows, its weard.

http://www26.brinkster.com/fargate/pictures/apollo.html

if somone can figure this out i would be greatfull.

its the screenshot at the bottom of the page
Title: Thruster troubles
Post by: Nico on May 16, 2002, 03:45:17 pm
clipping pb? now that is weird indeed... I would say you have a pb with your video card ( pb of drivers handling the Zbuffer maybe), but I'm kindda ignorant about this kind of things.
Anyway, why reconverting the ship just for a reskin?
Title: Thruster troubles
Post by: DTP on May 16, 2002, 07:40:38 pm
looks like flipped normals to me. Try and select all polies on the thrusters and FLIP´em.
---------
I´m pretty sure they are flipped. Truespace Renders them as they where not, even when they are.
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he i just figured, My guees is that you used the original apollo mesh as base mesh, and that you have used poftocob.exe to get it into Truespace.

Poftocob has some nasty bugs, I quote the creator of Poftocob.
"TEXTURES sometimes seem to come out reversed, i have no idea why"

I do, cobtopof is Flipping some normals(Polygons).
Title: Thruster troubles
Post by: Nico on May 16, 2002, 07:51:42 pm
I'm 100% sure it's not that. you'd see at least the complete polys of the other side. plus it won't explain the glows clipping pb.
Title: Thruster troubles
Post by: DTP on May 16, 2002, 08:09:24 pm
Flipped polygons are "Transparent" from the outside so you see the opposite sides of from which we are watching, and it seems we are seeing the opposite side while the side we should be seeing is transparent

The clippings occurs because the glow points seems to be inside the hull, or more likely inside the thrusters and combined with the flipped normals this gives these odd effects.

- So I still stand by my suggestion that it is Flipped normals.
Title: Thruster troubles
Post by: Grunt on May 17, 2002, 12:17:10 am
Is not the radius of the thruster glowes just simply too big ? :rolleyes:
Title: Thruster troubles
Post by: Fozzy on May 17, 2002, 05:37:54 am
Quote
Originally posted by DTP


Poftocob has some nasty bugs, I quote the creator of Poftocob.
"TEXTURES sometimes seem to come out reversed, i have no idea why"



na i only use PCS now (Kazan will be happy)
Title: Thruster troubles
Post by: Fozzy on May 17, 2002, 05:39:42 am
Quote
Originally posted by DTP


- So I still stand by my suggestion that it is Flipped normals.


Ok so when i get home tonight i will edit the model and see what happens. :D
Title: Thruster troubles
Post by: Nico on May 17, 2002, 07:14:36 am
Quote
Originally posted by DTP
Flipped polygons are "Transparent" from the outside so you see the opposite sides of from which we are watching, and it seems we are seeing the opposite side while the side we should be seeing is transparent

The clippings occurs because the glow points seems to be inside the hull, or more likely inside the thrusters and combined with the flipped normals this gives these odd effects.

- So I still stand by my suggestion that it is Flipped normals.


thanx, I know what it is, I've been modeling for 8 years ;)
this just doesn't look like flipped normals to me, but hey, I can be wrong.