Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on June 22, 2001, 03:02:00 pm
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I have a major problem with one of my models. I completed and glued together all the LODs, debris and shield objects (+44-odd turrets,etc).
Hwever, when I converted to pof format, I get an error message (Error 6010: Too many points in poygon (>20)) , and ye olde shards o' death in FRED2.
Now, LOD0 on its own works ok in Freespace (including the shield). So I'm assuming there is a poly limit for conversion of models. Firstly, am I right? Secondly, does anyone know the limit?
Finally, does anyone know if shield objects count towards this?
NB: Cob2fs2 does not convert, but Kazans does.
Thanks for any help given (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
(edit)
Hmm, noticed that Modelview displays 5 LODs (none of which are viewable) when I load up the model - 0 to 5. So maybe a debris problem.
Also, the total vertex count = 3380, 4509 faces (from 3d Exploration) for all LODs, debris and shield objects.
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[This message has been edited by aldo_14 (edited 06-22-2001).]
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That's... quite a lot of polygons...
The amount you have to be looking at is per sub-object, AFAIK, on which the limit is about 800.
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Originally posted by The Claw:
That's... quite a lot of polygons...
The amount you have to be looking at is per sub-object, AFAIK, on which the limit is about 800.
LOD0 - 1800 facess (turreted) - main hull 756
LOD1 - 1200-ish
LOD2 - 300/500 ish
LOD3 - 30-odd
Debris - not sure, 500 total methinks
Shield - 500-ish
LOD0 runs ok with a shield on its own, so I know it can't be that big main hull object. I'm assuming it's to do with the the toal polys. I've had higher poly main hulls working.
Possibly could be that i have sub-models on LOD0 and 1. I fixed a bad name of a debris pices (it was called detail4), but the problems continue.
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you know lods are here to make the processor work easier... so a second lod with 1200 polys is quite nonsense...
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index.html")
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Originally posted by venom2506:
you know lods are here to make the processor work easier... so a second lod with 1200 polys is quite nonsense...
I just do it for completism, really - the main difference is with the lower 2 LODs.
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I think I have it (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)
Looks like it is something to do with the shared sub-objects - those on both LODs. For example, i have a turret named turret01a on LOD0, and turret01b on LOD1. It only converts when I delete turret01b.
So hopefully I can get the naming right. If not, I'll just have to compromise. If anyone can tell me where I'm going wrong, pleae post here. Cheers (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Team Member of The Ghost and the Darkness ("http://uk.geocities.com/gunnery_control/index.html")
[email protected]
ICQ: 119819902
"Why does it always rain on me?
Is it because I lied when I was seventeen?
....
Even when the sun is shining, I can't avoid the lightning.."
(c)1999 Travis