Author Topic: polygon points > 20  (Read 2535 times)

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Offline KARMA

  • Darth Hutt
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    • http://members.fortunecity.com/aranbanjo
ok, i receive this message  from cob2fs2 (pcs crashes directly instead), i presume this is caused by one or more faces with a number of vertices higher than 20, am i right?
when i triangolyze both pcs and cbo2fs2 works fine, but obviously the polycount become too high....
the problem is that as i divide  the faces with too vertices manually nothing changes!    

i'm going slightly mad...  

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
make a copy of the model and triangulate it then look at the untriangulated one, this is a great way to find untriangulated faces, if you see a bunch of verts were they shouldn't be there is your problem
I bet you used bouliens didn't you?

------------------
Bobboau, bringing you products that work.............. in theory
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
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Offline Anaz

  • 210
USE PCS!!!!!!

[This message has been edited by Analazon (edited 12-07-2001).]
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Mad Bomber

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He means PCS, which is Kazan's tool. Much much more stable than COBtoPOF or any of Garry's tools. You can use it instead of FSMM2, and the COB<->POF converters, since it can do all that anyways (much more reliably i might add)
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline KARMA

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as said i tried to use pcs but it crashes with this model, and i dont use it so often to convert models for i have some problems with hieracy ( with pcs usually i have the lods in a wrong order in the resulting pof, so for example lod0 and lod3 inverted and so long)

anyway yes, i used booleans (when booleans works i think its the better way, since the only alternative i found is to divide a model in dozen of subobjects, or there are other ways?)
thx for the suggest bobbau, i'll see if i will be able to find a way out of this mess

 

Offline Anduril

  • 25
The truth is, polycount does not matter. It's facecount that does, so even if you don't actually triangulate everything, the game engine essentially will.   Build your models with that in mind, and don't exceed the face counts!  


 

Offline Anaz

  • 210
Uhh, unless I'm mistaken poly = face. I mean correct me if I'm wrong, but you can use the term interchangebly? Right?

------------------
_____________________
-Analazon
Creator of the mod that will not be coming for a while
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline LAW ENFORCER

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    • http://www.armouredstar.com
Must be... a polygon aint a vertex so it must be a face.  
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
a face is a triangle, and the game doesn't convert polys into faces the graphics card does and it is slightly faster to send one polygon than five faces. and make sure you are useing the most up to date vertion of PCS.

------------------
Bobboau, bringing you products that work.............. in theory
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Anduril

  • 25
Really? My mistake.  


  

Offline KARMA

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this is interesting since i'm creating my models without triangulating to reduce n° of faces, i simply care attention in avoiding non flat faces....
this model for example was less than 500 faces at lod0 but triangulated it becomes more than 1000 ...................

oh, and i've found the face that was giving me problems....it was booleans' fault...of course..... i have something like a pipe intersecating a flat surface, TS5 using booleans created an "hidden" face instead of an hole at the junction between the pipe and the surface, so i wasn't able to recognize the prob