Author Topic: Diamond Geezer vs PCS  (Read 1492 times)

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Offline diamondgeezer

Diamond Geezer vs PCS
This is a new one on me. I'm converting a new fighter, and it's giving me the 'too many polygons in same average location' error. Now, I've gone through the model eliminating parts to try and track down the culprit but I really can't see where the offending polys are. Personally I think it's telling me porkies. Anybody want to relate a helpful anecdote (preferably on-topic)? If someone wants a look at the model, give your contact details. Ta.

'Tis version 1.3.4 BTW, which has seemed fine and dandy so far...

 

Offline Vasudan Admiral

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try setting the fighters size to the actual dimensions you want it to be in fs, and then go to pcs' options and set the scale factor to zero. that should fix it :) (at least it did for me)
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Offline diamondgeezer

Zero? Surely you mean 1, right? Anyway for some reason I'm having a tough time resizing stuff in TS as lights in subobject groups are not moving to the resulting subobject center, if you get my meaning. The meshes resize but the lights stay where they are. Thus if I resize I have to manually move all the lights, which is a pain in the right testicle. Admitedly this one is only small but when it comes to bigger stuff it just makes me want to cry.

I'm sure TS didn't use to do this, though I only just installed TS today after a format so apparently this is default behaviour.

 

Offline Vasudan Admiral

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would you be trying to resize it via the little number thing down the bottom? or skewing it axis by axis? if so, don't-resizing by clicking and dragging the very corners of that light blue frame that surrounds selected models resizes everything in the model rather than just the geometry (including the attached lights). and if you were doing that, make sure you have the right bit selected (ie, in the heirarchy view the highest level of the model) :)

oops, and yeah, i think i ment 1-been so long since i had to do that :p
(well, actually it's better to switch it to something like 10 or 20 or something when doing cap ships of any size, cos dragging the ships to several hundred or thousand TS meters long takes a _lot_ of time, and can get messy) :)

the scaling factor is basically how many FS meters in one TS meter when converting as a point of reference in case anyone was wondering
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline diamondgeezer

Quote
Originally posted by Vasudan Admiral
would you be trying to resize it via the little number thing down the bottom? or skewing it axis by axis?  

I'm punching the numbers in to the box with the dimensions and orientation and stuff. I was rather hoping Kazan might have dropped in since he seems quite prolific round here these days...

 

Offline Vasudan Admiral

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punching in numbers with orientation is fine, but resizing a model that is more than just geometry, ie, lights and such glued to it, then it no longer works correctly. you get the exact error you have been getting (lights not moving).
try resizing it the way i suggested-click and drag the very corner of that light blue frame that surrounds the selected object. that one resizes everything. (the cursor changes to a 3 axis thing when you are over the right bit IIRC)

the pcs error you are getting will be solved by this unless you have something REALLY detailed and tiny on the model. I'm not exactly sure what pcs checks for, but the error is caused by having the model small enough to put faces very close to each other (TS only goes 3 decimal places small, so the actual distances may be smaller than that in some cases anyway)
enlarge the model in TS and shrink the scaling factor and the polies are further apart, thus allowing pcs to convert it. believe me. i've had this error once or twice before, and a simple enlargement fixed it :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline diamondgeezer

Well I'll be damned... it worked!

Cheers VA, you are hereby awarded the Order of the Small Lizard of PCS Cleverness:


 

Offline Taristin

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Offline Vasudan Admiral

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:lol: thanx :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Kazan

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the 3 decimal places thing makes a lot more sense now - it's not that PCS is messed, it's that TS is being inaccurate

this is triggered when a lot of polygons appear to have the same centroid - this is because BSP is recursive - ie it's the same function repeated over again on different sets of data - in this case on smaller and smaller regions of space in the model's coordinate system.

It terminates going "deaper" when the current region has only one polygon in it.  If two polygons _appear_ to be at the same spot it will go on infinitely, thus crashing
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