Author Topic: Bug-fixing the PVD Astarte  (Read 4795 times)

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Offline Droid803

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Re: Bug-fixing the PVD Astarte
Double Post, but I've got it done. Took longer than expected due to some missing *.dlls and unrelated annoying ARRAY OUT OF BOUNDS errors. Seriousily, whoever made PCS2 should fix that, or at least make its error message more helpful. IT'S HORABLE doesn't quite cut it. Pisses me off to no end....grah. I had to get creative to make PCS2 finally cough up a DAE so I could import it into MAX. Eehh, then I realized I didn't reinstall colladaMAX yet...ergh... I'm ranting.

Anyhow, I exported the model to DAE, deleted all the POF data in max, moved the subobject centers, reexported to DAE, converted back into POF, and redid all the data in PCS2...and now it's all nice and clean. I hope...

Should be absolutely fine now.

GET: http://files.getdropbox.com/u/126554/FS2/capitalv2_a.pof

Looks like it ended up needing a modelling program to fix anyway. :/
Sorry it took so long. Completely forgot about it for a while (plus not having MAX working). Hope I didn't hold up your campaign too much...
« Last Edit: June 13, 2009, 11:41:28 pm by Droid803 »
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Offline 0rph3u5

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Re: Bug-fixing the PVD Astarte
thanks, man
and no you did not cause a lot of hold up, I just did not get to the point where the vasudans would need that thing (though now comes pretty handy) -
also I've plenty of other stuff to make (ancient effects are just one of them)
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Offline FUBAR-BDHR

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Re: Bug-fixing the PVD Astarte
One thing I've noticed on this is that when you reload the model and do the rotate on the turret the subobject will also get rotation turned on so you have to turn it back off it your don't want it.  Also if yo reimport a model with rotating turrets all the lods will get subsystem info and rotation settings.  Pain in the but when you have 30-40 rotating turrets on a model and several of those on lod 1 as well as 0.
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