Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Shivan Hunter on November 01, 2011, 11:38:11 pm
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Yes, I've done this before (obviously- I've released 3 models), but this one is impossible for me to get into PCS2, I presume because of its size (15x more tris than the largest one I've modeled so far). I forget whether the exporter I'm supposed to use is DAE 1.3.1 or DAE 1.4.
It's a model I'm planning on using as part of a mission-based mainhall. The file is here (http://www.box.net/shared/ot0lzmhnv8rbq6e1f0zk).
This took over half an hour to export to DAE v1.4. It takes a few seconds to export to DAE v1.3.1. Neither result will load in PCS2.
If someone can convert it for me, that would be great, but what I want to know is 1) why it isn't importing and 2) how I can import it.
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I'll give it a go.
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Thanks! :D
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Actually.. can you just give me the DAEs?
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IIRC the "correct" version to use for importing is 1.4, and I overwrote that one when I exported to 1.3. I'll leave Blender on overnight and get the file to you as soon as I get up though. (actually if I'm still awake in an hour I'll get it to you then).
I'll have the 1.3 version up in a moment. It's 35 MB :P
[EDIT] here (http://www.mediafire.com/file/r2ws0vj49xggfcm/MenuCore3.dae) Mediafire because Box.net won't take files that big.
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Here this (http://www.qfpost.com/download.do?get=7122a52698a47437c6a263a9127d1e76) DAE loads in PCS2. Seems like your issue (According to the .blend file) is that you didn't have the model named 'detail0'.
Also.. this does not need to be 15k polies...
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'detail0'
Derp derp derp. I'm a moron.
Also yeah, it's a bit much, but if there's a performance issue on my old rig (doubt there will be) I'll definitely tone it down.
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OK, still getting problems here. PCS2 loads the DAE without much trouble, but it takes FOREVER saving it to POF and it won't load it again if I close then reopen. So the POF is probably borked... and after it generates the IBX (dunno how long that even takes, I just left it on overnight), it looks like this:
(http://i.imgur.com/OdAbx.jpg) [sorry that it's a jpg, the png was too big for imgur]
I'll post the POF (and the DAE I used) here. I know most of the problems are caused by the massive amount of ploygons, but the thing is, it's not a performance issue at all once it's imported and the cache is generated. It takes a dozen or so seconds to load the ibx or bx or whichever one is used now, so once I actually get it to a working state it'll be fine.
DAE (http://www.mediafire.com/file/hmcoyxe3bn50la3/MenuCore.dae) POF (http://www.mediafire.com/file/80ft1dd5hpdprai/MenuCore.pof)
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What is it?......
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151k polys? AYFKM?! o___O
There is a limit of polys for single model. I have the same problem with landscape for Shadow Genesis. That's why RGA_Norris' Sathanas is divided. Divide this model on smaller models and set divided parts as submodels without properities. Should work now.
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Yeah.. you can save yourself a lot of trouble if you just take the time to reduce the polycount...
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151k polys? AYFKM?! o___O
There is a limit of polys for single model. I have the same problem with landscape for Shadow Genesis. That's why RGA_Norris' Sathanas is divided. Divide this model on smaller models and set divided parts as submodels without properities. Should work now.
Wait, so dividing the model as it is now into submodels will help? I'll try that.
Yes, I can very easily reduce polycount but I don't want to do that unless the actual model as it appears ingame will cause a performance issue. I don't really care about issues exporting/converting as it won't matter once it's ingame.
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151k polys? AYFKM?! o___O
There is a limit of polys for single model. I have the same problem with landscape for Shadow Genesis. That's why RGA_Norris' Sathanas is divided. Divide this model on smaller models and set divided parts as submodels without properities. Should work now.
Wait, so dividing the model as it is now into submodels will help? I'll try that.
Yes, I can very easily reduce polycount but I don't want to do that unless the actual model as it appears ingame will cause a performance issue. I don't really care about issues exporting/converting as it won't matter once it's ingame.
Well.. if you can't get it in-game....
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Divided it into submodels and it took a couple minutes to get ingame. HOWEVER
I need to apply an edgesplit modifier to all 384 submodels and I'm way too lazy to go through them all one by one. Is there a way to do them all at once?
[EDIT] nvm. Finished edgesplitting. I think I'll double the polycount now that I know it'll convert easily. :D
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Divided it into submodels and it took a couple minutes to get ingame. HOWEVER
I need to apply an edgesplit modifier to all 384 submodels and I'm way too lazy to go through them all one by one. Is there a way to do them all at once?
[EDIT] nvm. Finished edgesplitting. I think I'll double the polycount now that I know it'll convert easily. :D
Le WUT? Do whatever you like.. it's your project.. but the shape vs polycount is just lazy modelling. You could probably cut the polycount in half without much noticeable change.... :blah:
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Don't worry, I won't be increasing it :P
And I could easily halve the polycount by halving most of the polies in those three cylinders (18 sides now, counting the ones that were cut when I intersected it with the main hexagon- could get that down to 9), but it is noticeable, and since there's no performance impact ingame on my old (8800GTS, core 2 duo 2.2GHz) rig, I might as well leave it this way. If it becomes a real problem I can cut down on polies. :)
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It's a POF format limitation.