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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Tachnyrus on July 19, 2001, 06:11:00 pm

Title: I'm sure this has been asked before, but...
Post by: Tachnyrus on July 19, 2001, 06:11:00 pm
I'm sure this has been asked in FS2 modding forums everywhere, but what's with the the FRED2 screen, when there are lines and funny stuff coming out of the model in FRED2?

Also, if I convert a .cob from a freespace .pof model file, how do I unglue the turrets that are attached? I have Truespace 1.0 to work with (ugg...)

HELP!!!
Title: I'm sure this has been asked before, but...
Post by: Shrike on July 19, 2001, 06:13:00 pm
Shards of death.  It means your model is screwed up somehow.
Title: I'm sure this has been asked before, but...
Post by: Sushi on July 19, 2001, 06:15:00 pm
Usually too many polys.

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Title: I'm sure this has been asked before, but...
Post by: Tachnyrus on July 19, 2001, 06:23:00 pm
What is the maximum poly count for FS2, and how do I check it in Truespace 1.0?

Also, my second question: how do I unglue the turrets from the models? And the thrusters from fighter models?

[Go Newbies!]

Don't ask.
Title: I'm sure this has been asked before, but...
Post by: Taristin on July 19, 2001, 06:25:00 pm
800 polies per subobject. The other stuff... I dunno, TS1 can't... i think
Title: I'm sure this has been asked before, but...
Post by: Jabu on July 19, 2001, 06:40:00 pm
TS1, nope.
Title: I'm sure this has been asked before, but...
Post by: Tachnyrus on July 19, 2001, 06:47:00 pm
Ok... How about TS2?
Title: I'm sure this has been asked before, but...
Post by: DragonClaw on July 19, 2001, 07:31:00 pm
  TS 4.2 is standard for FS modding at the moment I think....

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Title: I'm sure this has been asked before, but...
Post by: QXMX on July 20, 2001, 12:13:00 am
You could just convert the main model without turrets to a pof and open it in modelview.  That should be accurate  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

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