Author Topic: Too many Bounding Boxes  (Read 1446 times)

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Offline LtNarol

  • Biased Banshee
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    • http://www.3dap.com/hlp/hosted/the158th
Too many Bounding Boxes
Just came across this error in modelview, can anyone point me towards the cause (and don't tell me "too many bounding boxes, that doesn't help).  The ship in question has 23 turrets and a total of 33 objects in lod1, 16 in lod2, and 2 in lod3.  Help would be greatly appreciated.

 

Offline Flipside

  • əp!sd!l£
  • 212
Too many Bounding Boxes
That was EXACTLY the error I had with the model I was working on that had the 'Gun Barrel' crash problem.
The problem may be being caused by too many holes in your hulls, which the computer is trying to make bounding boxes, I think that's what caused my problem. One question though, it might help solve the problem for me, do you save your model as one multi-texture geometry, or one object per texture?

Flipside :)

 

Offline LtNarol

  • Biased Banshee
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    • http://www.3dap.com/hlp/hosted/the158th
Too many Bounding Boxes
Err, not sure what you're asking, but if you're asking if I used only one map for the thing, heh, I ended up using close to 13.  Deleting the lods fixes the problem, but the ship is too terribly high-poly to do without those lods.  Does anyone know the maximum number of subobjects allowed per pof?

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Too many Bounding Boxes
Bounding boxes are what the computer uses to check for collisions.  The more contoured and complicated the model, the more bounding boxes are needed.  Try doing like Flipside said and get rid of the holes in the hull.  Or if you need the ship to look that way, simulate a hole by putting a black texture over a solid surface.

EDIT: spelling
« Last Edit: July 31, 2003, 05:53:58 pm by 561 »

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Too many Bounding Boxes
Or be sneaky and texture the spot "invisible".

But don't try to fly through it, or look in it. :p
Freelance Modeler | Amateur Artist

 

Offline KARMA

  • Darth Hutt
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    • http://members.fortunecity.com/aranbanjo
Too many Bounding Boxes
different convertors generate -if I'm not wrong- different bounding boxes. Using a different convertor may help (older versions of pcs or cob2fs2).
the last pcs version should be the more accurate one, and it also let you check the boxes, and maybe you won't get this error pofediting with it.

 

Offline Flipside

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  • 212
Too many Bounding Boxes
This is correct, the model I had would convert in Modelview32, but PCS would crash out with the bounding Box thingy. An older version of PCS would convert it, but then Modelview would produce an error. In game the model looked fine, but the game would lock up whenever a beam weapon tried to lock onto the ship, simply, I think, because of trying to draw an imaginary line through multiple polygon planes.

Flipside :)

 

Offline Thor

  • Captain of the GTD Sparta
  • 29
you have too many bounding boxes.


:lol: Sorry, I couldn't help it.  Good luck with that though!
I can't believe my profile is still active... member since  July 25, 2002

  

Offline aldo_14

  • Gunnery Control
  • 213
Was there not a way to actually use your own custom geometry for the bounding boxes when convertoing with cob2pof?  I'm not sure, but I remember it being mentioned somewhere.....