Author Topic: Pcs  (Read 6304 times)

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Offline TrashMan

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How PCS tends to screw up even the most simle of all faces is a mistery to me. I made a fighter, edited it and it look good in Modelview. In the techroom, it has 3 faces missing. I split those faces in two smaller ones (triangles), converted and edited again - but those faces are still missing - not only that, a few other faces on the other side of the ship are now all screwd up too?!

A TRIANGLE?! For god's sake, if it can't convert that o.k., how the hell can it convert anything!

And PCS allso screws up the turrets on my battelship (has 94 turrets), changes their possition (turretMain01 turns out to be [when I look in modelview] turret39), and so on!:mad:
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Offline KARMA

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Quote
Originally posted by TrashMan
How PCS tends to screw up even the most simle of all faces is a mistery to me. I made a fighter, edited it and it look good in Modelview. In the techroom, it has 3 faces missing. I split those faces in two smaller ones (triangles), converted and edited again - but those faces are still missing - not only that, a few other faces on the other side of the ship are now all screwd up too?!

if you already divided em in triangles check
1-if they are flipped
2-if the are interceptions (personally i never had such thing with interceptions, but..)
3-verify the verices (sometimes old versions of truespace does odd things adding eges, in my case at least)
anyway its difficult to check the problem w/o seeing the mesh, you may at least use cob2fs2 and see if you get same probs
Quote

A TRIANGLE?! For god's sake, if it can't convert that o.k., how the hell can it convert anything!
Quote

And PCS allso screws up the turrets on my battelship (has 94 turrets), changes their possition (turretMain01 turns out to be [when I look in modelview] turret39), and so on!:mad: [/B]


isn't there a subobject limit (lods included) of about 89?

 

Offline karajorma

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Quote
Originally posted by TrashMan
And PCS allso screws up the turrets on my battelship (has 94 turrets), changes their possition (turretMain01 turns out to be [when I look in modelview] turret39), and so on!:mad:


Stop posting about it. We've already told you that FS2 can`t handle more than ~70 turrets already several times. If you keep sticking your hand in the blender don`t keep coming to us about pain in your fingers.
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Offline Anaz

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speaking of blenders, do not under any circumstances use blender when going to convert using PCS. If it works it is equivalent to getting a royal flush without using any wildcards in poker...
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Offline LtNarol

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While these can all be attributed to user errors and it may be tempting to say that human stupidity is the source of the errors, PCS v1.2 _is_ more sensitive and unstable when compared with earlier versions.  My suggestions are as follows:

1. If you are using blender, use something else.
2. If you are using the 3ds format, be aware that for models over 100 polys, the format tends to flip faces at random.
3. Find an earlier version of PCS, if you can't find one grab me on one of the instant messengers and I'll pack it your way :D

Good luck with your models

 

Offline TrashMan

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Thanks. I actually had 89 turrets, but decided to dare it!(personally, I think the ship is WAAAY to powerfull even with 70 turrets) I still don't understand what that has to do with changing turrets. I didn't even tried the ship in the game, the turrets are screwd up in modelview!? Oh well... I'll try trimming a few turrets down, but if thez flip again, you'll hear from me.
Converting the fighter in cob2FS2? Well, I could try!
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Offline IPAndrews

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I for one am using an earlier more stable version of PCS.
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Offline TrashMan

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If anyone knows where I can get it, please tell me!
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Offline karajorma

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Offline aldo_14

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Quote
Originally posted by LtNarol

2. If you are using the 3ds format, be aware that for models over 100 polys, the format tends to flip faces at random.
 


Never happened to me.

 

Offline LtNarol

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Quote
Originally posted by aldo_14


Never happened to me.
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Offline StratComm

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I've had the general problem with PCS giving me faces that exist until you are within 50 game units of them and then dissapear (on a triangulated hull no less) but I've never had it remove faces completely.  It's a pain, especially since PCS will convert models that nothing else will, but sometimes you just have to live with it.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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I`ve had PCS create ships that are completely solid at the front and fly through at the back dispite being triangulated. What's worse is that the same model when converted with cob2pof works fine.
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Offline KARMA

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Quote
Originally posted by karajorma
I`ve had PCS create ships that are completely solid at the front and fly through at the back dispite being triangulated. What's worse is that the same model when converted with cob2pof works fine.


this is related i think to the way collision is detected in models converted with pcs (i think its something that has to do with bounding box...i've read on an old post that pcs uses a different system than cob2fs2)
i had, as many others, the same prob
and to be honest freespace2 itself already has some problems, much less than other games like tachyon, but it has some problems (if you rotate a ship that hold position, and while rotating hits another model, often they intersect)

 

Offline IPAndrews

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Quote
Originally posted by KARMA

isn't there a subobject limit (lods included) of about 89?


You can have working ships with 100+ subobjs but PCS doesn't quite know how to handle them. As a result the list of subobjs appears in the wrong order and auto-turret assigns the wrong subobjs to your turrets. Fix these problems though and your ship will work.
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Offline tomcat

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that is because last version of PCS is older than Source Release . So now kazan could make a PCS tahta ctually use POF info and data structs from the source code
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Offline KARMA

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Quote
Originally posted by IPAndrews


You can have working ships with 100+ subobjs but PCS doesn't quite know how to handle them. As a result the list of subobjs appears in the wrong order and auto-turret assigns the wrong subobjs to your turrets. Fix these problems though and your ship will work.


doh i didn't know that
but you are talking about offical or scp version?

 

Offline Vasudan Admiral

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Quote
that is because last version of PCS is older than Source Release . So now kazan could make a PCS tahta ctually use POF info and data structs from the source code
well, it's possible, but Kazan i don't think will be doing it:
http://www.hard-light.net/forums/index.php/topic,10455.0.html

Quote
speaking of blenders, do not under any circumstances use blender when going to convert using PCS. If it works it is equivalent to getting a royal flush without using any wildcards in poker...
:lol:  lol, i must be the luckiest guy here then. i've never had any problems unless i screw something up. and i use only blender to model, truespace to texture and do heirarchy etc.
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Offline EdrickV

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FS2 can have problems with triangle shaped (and any other shaped) faces if those triangles happen to have 3 verts on one side. I saw that first hand. If anyone wants to send me a model that has a problem they haven't been able to figure out, I could take a look at it. My format of choice would be Wavefront object (.obj) and anything else would have to be converted. (I have LithUnwrap for converting files.)

A little tip: If possible, I would try avoiding the use of TS1/2 for things like testing the hull of an unfinished ship. LithUnwrap can save cob files too and can texture them better then TS1/2.
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Offline IPAndrews

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Quote
Originally posted by EdrickV
if those triangles happen to have 3 verts on one side.


Please explain how can a triangle have 3 vertices on one side?
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