Hard Light Productions Forums

Off-Topic Discussion => General Discussion => Topic started by: Silver_Scythe on May 16, 2002, 08:16:42 am

Title: A way to fix the Raynor...
Post by: Silver_Scythe on May 16, 2002, 08:16:42 am
To get rid of those annoying invisible faces convert the COB with COB2POF or COB2FS2 instead of PCS
Title: Re: A way to fix the Raynor...
Post by: Darkage on May 16, 2002, 08:21:04 am
Quote
Originally posted by Silver_Scythe
To get rid of those annoying invisible faces convert the COB with COB2POF or COB2FS2 instead of PCS


1. this belongs in the modding forum or the 158th forum.
2. No, PCS converts better then COB2POF or COB2FS2.
3. Im don't know much about modeling but i don't think you can get rid of the invisible faces in PCS only in the prog where the mesh was made in.
Title: A way to fix the Raynor...
Post by: mikhael on May 16, 2002, 08:29:06 am
No, Darkage, the Raynor was a community porject. Everything having to do with building it was done in the forum.

As for these invisible faces, can someone show them to me? screenshots would help, so I can look at the original mesh in Lightwave to see what's going on.
Title: Re: Re: A way to fix the Raynor...
Post by: Nico on May 16, 2002, 09:36:12 am
Quote
Originally posted by darkage


1. this belongs in the modding forum or the 158th forum.
2. No, PCS converts better then COB2POF or COB2FS2.
3. Im don't know much about modeling but i don't think you can get rid of the invisible faces in PCS only in the prog where the mesh was made in.


1 don't care, not my pb
2 and 3  wouldn't bet on that dude... cob2pof works fine for me when I test pofs, PCS... I convert a simple sphere, and there's poly missing, so go wonder...
How many faces does the raynor main hull have ( I mean, her triangulated polycount for you TS users )?
Title: A way to fix the Raynor...
Post by: Darkage on May 16, 2002, 09:42:26 am
I thought the ship was from the 158th, must mixed up the names, o well. never knew this ship was a comunity project:)

Venom: Like i said in 3 i don't know much about modeling:)
Title: A way to fix the Raynor...
Post by: mikhael on May 16, 2002, 10:41:03 am
She comes to 1064 faces when triangulated, Venom. 727 before triangulation. Looking now I see that there are 6 nonplanar polys that are in the hangar area.

That's all in the last model I uploaded, not in the final model. I beleive someone else changed the interior of the hangar.

there's also fifteen or twenty polys with more than four vertices, but none of them have more than about 8.
Title: A way to fix the Raynor...
Post by: Fineus on May 16, 2002, 10:51:35 am
Do this in the modding forum where it belongs please.