Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: coffeesoft on February 23, 2016, 12:19:12 pm
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Hi.
I was trying to include a model in my mod, after many test, the mesh always is deformed inside the Engine.
It works well with 3Ds Max and PCS2, but something happens when is included on game.
The polygons of the red structure has something wrong, because they collapse the rest of the model.
Anyone know how to fix it ?, is a common problem ?
Many thanks.
(http://s25.postimg.org/4blg8vazj/Model.jpg)
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That is... really weird.
Have you tried triangulating those areas?
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You don't have a particularly massive amount of tris/verts, do you?
If you want, you can PM me the .max file (at the moment of exporting) and I can take a look.
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That is... really weird.
Have you tried triangulating those areas?
Yes i tried, the problem continues. Anyway, the original model is TRI, not QUAD, is ported from GameCube, Rogue Leader :)
There are two pieces of mesh that causes the problem
I remember a long time ago same problem, and if I remember correctly, I think it was with a big mesh as well.
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You don't have a particularly massive amount of tris/verts, do you?
Looks normal talking about polys...
The only special thing, was that I had to apply a Normal modifyer, just to flip inverted normals caused by the ripping process.
If you want, you can PM me the .max file (at the moment of exporting) and I can take a look.
I will try a bit more, if I can not find the problem, i will send you :p
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I've had a somewhat similar issue with a station in WoD, the issue would only pop up on certain builds but not show its ugly rear on other (newer) ones. It would also happen in FRED.
Since you are using max, I have to ask: Have you tried resetting the x-form on this model before exporting? This has a tendency to fix a lot of silly issues. (If you haven't worked with reset x-form before, be sure to unlink every thing before doing it.)
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I've had a somewhat similar issue with a station in WoD, the issue would only pop up on certain builds but not show its ugly rear on other (newer) ones. It would also happen in FRED.
Since you are using max, I have to ask: Have you tried resetting the x-form on this model before exporting? This has a tendency to fix a lot of silly issues. (If you haven't worked with reset x-form before, be sure to unlink every thing before doing it.)
Yes, it happend as well in FRED editor.
Yes, i tried resetting the X-form, I learned in a tutorial here and I always do.
Without X-Form sometimes PCS2 can´t find the geometry, but this is another thing ...
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I forgot to say, that if i export the the conflicting mesh independently, the problem disappears.
But when I attacht it to the detail0 mesh , it collapse.
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Well, some progress, erasing all information of UWmap, and just 1 texture applied , don´t collapse
May be this is the key :)
(http://s25.postimg.org/yf50xxkkf/Model2.jpg)
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How many polys red part has?
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If the model was pulled from a GameCube game then surely it can't have that many polygons?
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Anyone know how to fix it ?, is a common problem ?
haha awesome, (this was the space station that Lucasarts ripped from '2001 space odyssey').
Anyway, I remember having an issue like this once.
It was resolved by double checking the mesh for overlapping/duplicate faces and unwelded vertices.
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How many polys red part has?
If the model was pulled from a GameCube game then surely it can't have that many polygons?
The red part has only 4.000 TRI Polys.
haha awesome, (this was the space station that Lucasarts ripped from '2001 space odyssey').
You totally right, i didn´t noticed, is cloned !! :lol:
(http://s25.postimg.org/c5r3rdp3z/2001.jpg)
Anyway, I remember having an issue like this once.
It was resolved by double checking the mesh for overlapping/duplicate faces and unwelded vertices.
Yes, it seems something like that, i will try to inspect again, thanks ;)
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I have the same problem again with another mesh. :banghead:
About the GameCube model, i was testing it with the STL modyfier, and it give me some errors on the mesh.
At least I could solve it linking the parts to the LOD and not making an attachment.
This trick seems to work, if someone has the same problem and cannot solve it.