Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on June 02, 2002, 12:47:25 pm

Title: Odd PCS bug
Post by: aldo_14 on June 02, 2002, 12:47:25 pm
Very odd, in fact.

I have LODed, 3316 (total0 poly model.  When I convert it with PCS, Modelview gives me a 'too many points in polygon (>20) error.

This is normally, AFAIK to do with models over 3500/4000 polys, or which are uintriangulated.  this model suffers from neither.

However, after converting it with cob2fs2 it worked fine.  No problems viewing it.  the only difference is it ws not smoothed, which PCS does automatically.

Anyone else encountered this before?
Title: Odd PCS bug
Post by: Nico on June 02, 2002, 01:02:41 pm
cob2pof keeps your smoothing data
Title: Odd PCS bug
Post by: Eternal One on June 02, 2002, 01:14:44 pm
I have. I dismissed the deal since I found it quite impossible to fix myself.

The same thing happens with our Orion ringstation. It ranges about ~1200-1500 polygons for the actual lod, but has destroyed geometry that pushes it over some limit. In any way, the total amount of polygons is still only slightly over 2000. My guess at the time was that it's in the bsp output somehow since that's the biggest difference between the two. But why it outputs the >20 points error, I have no answer to give.

I think Heiko's still working on the new version of the Modelview, or atleast was a couple of months ago. I've never actually let him know of the thing. Bet he'd be happy to fix it.
Title: Re: Odd PCS bug
Post by: EdrickV on June 02, 2002, 09:43:51 pm
Quote
Originally posted by aldo_14
Very odd, in fact.

I have LODed, 3316 (total0 poly model.  When I convert it with PCS, Modelview gives me a 'too many points in polygon (>20) error.

This is normally, AFAIK to do with models over 3500/4000 polys, or which are uintriangulated.  this model suffers from neither.

However, after converting it with cob2fs2 it worked fine.  No problems viewing it.  the only difference is it ws not smoothed, which PCS does automatically.

Anyone else encountered this before?


Last time I got one of those errors it was due to a face that had over 20 verts on my Oberth model. Try looking through your faces (in a mode that shows verts) and see if there are any faces with lots of verts. Then look again to double check. :)
Title: Odd PCS bug
Post by: IceFire on June 02, 2002, 10:33:42 pm
Happens in plenty of stable but MODed ships.  HH had given me an Alpha test version (which crashed, but worked on those models).  I haven't heard back since.
Title: Re: Re: Odd PCS bug
Post by: Eternal One on June 03, 2002, 03:39:39 am
Quote
Originally posted by EdrickV


Last time I got one of those errors it was due to a face that had over 20 verts on my Oberth model. Try looking through your faces (in a mode that shows verts) and see if there are any faces with lots of verts. Then look again to double check. :)


Yes, I know. That's what the error message says. But the whole point is that there are no polygons with nowhere near 20 vertexes.
Title: Odd PCS bug
Post by: KARMA on June 03, 2002, 04:58:24 am
btw aldo if you set in truespace the materials as smoothed, the cob2fs2 will save as venom said the smooth data, and the pof will be smoothed where you setted the shaders
Title: Odd PCS bug
Post by: aldo_14 on June 05, 2002, 01:26:23 pm
Quote
Originally posted by KARMA
btw aldo if you set in truespace the materials as smoothed, the cob2fs2 will save as venom said the smooth data, and the pof will be smoothed where you setted the shaders


Yeah,  I know...I didn't really want to smooth this one, anyway.

It's odd.... I never tried it with smoothed conversion from pof2fs2, mind you.   I konw it's not a vertex thing because it's fully triangulated (as a result of using max).

not having really looked into the pof file stats, I'm not sure, but I'd guess it could be to do with how vertexes are smoothed..... not really too clued up on this side of modding, though :)