Author Topic: pcs "bug"  (Read 2370 times)

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Offline KARMA

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well it isn't exactly a "bug" but is something to be shared (and the title is at the same time a little joke to kazan to see his reaction:D )
you may remember sometimes ago i was having problems with the detail order of a model after converting with pcs, althought the hierachy was apparently right (detail1, detail2 etc assigned to the right polygroups)
actually i rebuilt that model and discovered why i was having this problem, and it seems that pcs converts the detail order using not the names of the lods but their position in the hierachy
in this case my hierachy was:
detail0
--------detail5
--------detail4
--------detail3
...etc...
and pcs converted detail5 as LOD1, detail4 as LOD2 etc
the polygroup order was caused by me dragging the detail subobjects inside the main subobj in the wrong order
Actually i got a look to bobbau's autogen tutorial and he say
"The top of the group must be named detailX were X is the LOD (0 being already taken by the high poly version, so it starts at 1)"
I missed this so it was probably mostly my mistake, but i thought the names were the only things PCS was taking care to convert details... well they aren't... just to let you know if it happens to somebody else:)
« Last Edit: March 14, 2003, 05:27:27 am by 433 »

 

Offline diamondgeezer

Quote
Originally posted by KARMA
(and the title is at the same time a little joke to kazan to see his reaction:D )


My money says he'll swear, either at you or at the world in general..

 

Offline Kazan

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the fact that this is well documented makes me roll my eyes at you
it simply matches detail* for detail leves and processes them in thbe order it finds them - if you use .SCN hierarchy then ever top level model that doesn't match "shield" or "Debris*" is going to become a lod in order found

BTW: FS2 Only supports lods 1-4 and debris
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Offline KARMA

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Quote
Originally posted by diamondgeezer


My money says he'll swear, either at you or at the world in general..


well my title was voluntarily provocative
btw..
yes kazan, as said it is documented so it is my fault but what has driven me to mistake was that
1-cob2fs2 use instead the numbers (or so i think) so when i saw a model correctly converted by cob2fs2 but screwed by pcs i haven't thought at my mistake
2-the numbers (detailX).. i mean... since there are numbers i immediatly thought that they were used for layer order then I never looked more deeply in that thing
btw it was my mistake as said, sorry about that, i just thought that sharing this thing could be useful

oh, and about the number of lods, i know that standard fs2 ships have only 4 lods, but i remember Aldo saying that he succesfully tested a model with more than 4 lods so i decided to try (i still have to test it in game)

 

Offline Kazan

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IIRC fs2 won't use lods over 4
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Offline KARMA

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btw kazan i have a little pray for you, i'm searching an old pcs version, 1.1, the one with the shadings setted automatically to smooth, but i can't find it nowhere, is there any chance that you still have a copy of it?

 

Offline Kazan

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um, the new versions use it fine
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Offline Bobboau

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use autofacet, rather than smooth, don't know why it was done this way but IIRC thats how it was done
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Offline KARMA

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Quote
Originally posted by Bobboau
use autofacet, rather than smooth, don't know why it was done this way but IIRC thats how it was done


you mean that there may be problems using smooth instead of autofacet? (this is about the problem i have..)
btw kazan it is not a converter problem but a model problem after successive exportations, and that old version of pcs can bypass these shading problems...
oh well it doesn't matter, i'll find another way, thanks anyway

 

Offline Kazan

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oh.. that was the first version with smoothing support, later ones gave way to using what the cob specified for smoothing so that the artist could control the lighting
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Offline KARMA

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yes, yes, i already use it, i just forgot to backup the old version when i formatted:)