Author Topic: Release: HTL Zephyrus  (Read 7816 times)

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Offline Galemp

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:( Let me know how you fixed it so it won't happen again.
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Offline Vasudan Admiral

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If DaB hasn't sorted it already, then either today or tomorrow I'll convert it to cob in PCS2, re-order the polygons that make up the transparent bits and reconvert to pof again in PCS2. Transparent polygons must come last in the poly list of the base mesh, or else any part of any polygon that is behind them won't get drawn, leaving 'holes' through the whole ship.

If you have two layers of transparent polygons, then you need to order them in the list in such a way that the one closest to the viewpoint is last on the list, or else it will delete the layer of transparent polygons behind it as has happened in the Zephs nose here.

It's the same process as with cockpit glass. :)

About the ghosting issues your HTL models seem to have, if you really need to keep using the pof exporter then see if you can get in touch with Stratcomm or FireCrack if they're still around.
Stratcomm, Taristin, Nico and FireCrack all used the POF exporter with *near* perfect results collision mesh wise, but I don't know exactly how. It might just be a small final step that you're missing before export.

That said, the other problem is the number of maps. You're using a lot, and the cumulative effect of the basemap + shinemap + normal map + glow map + heightmap is really beginning to hurt. In fact, I just put all the maps together from the MVPs and the ones you added and it comes to a total of 44 42 separate maps(with a filesize of 14 11mb)!

A lot of the maps used on the Zephyrus are very similar too - including a partial UV map already. As such, it would be infinitely more efficient if the maps were merged into a single 2048 res map.

Edit: Slight map miscount. Not 44 but 42, with a filesize of 11mb.
« Last Edit: February 15, 2008, 01:10:08 am by Vasudan Admiral »
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Offline Cobra

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Speaking of transparent rendering, is it possible to do something about the holes that you see through the HUD glass? Or would that interfere with the rendering process of the conflict glass?
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Offline Vasudan Admiral

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Are you talking about the internal fighter cockpits that weren't designed with transparent HUD glass in mind? If so, I think at this stage if we did change anything there it would just be to make the HUD opaque again. With real 3d cockpits around the corner it's just not worth the effort of fixing all the crappy low poly HUDs on all existing HTL craft.
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Offline Cobra

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I mean the ones that had the HUD glass rendered first, and that it caused holes to appear in the section after it. (i.e., the Hercules)

But who knows when the 3D cockpits will come around? :nervous:
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta