Author Topic: Polys, converting, and textures  (Read 1292 times)

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Offline diamondgeezer

Polys, converting, and textures
Hokay, I think that title covers it all. I have a me a big ole' battle ship model which is misbehaving. PCS gives the stack overflow error, and while COB2POF will convert the model it then shows up in ModelView with a 'none of the textures could be found' error and PCS tells me it's not a valid FS2 POF. The poly count of the main hull object is 794, with a total count of 1509 for the whole lot. Now, the last time I asked Kazan about the stack overflow problem I had with another ship, he told me the "model structure was messed up". This means sweet fanny adams to me, since as far as I can see my TS hierarchy is A1 SUPAR. Thus, does anyone have anything helpful to tell me, or failing that does someone want to have a little look at it for me?

[EDIT] Well here's a thing... I saved the scene in TS and converted using the latest PCS version... and it worked perfectly. Ver' strange - same model, just different way of converting it. Okay, crisis averted :)

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« Last Edit: April 18, 2003, 07:48:24 pm by 170 »

 

Offline diamondgeezer

Polys, converting, and textures
OK, so the model is in to FS with absolutely no problems bar one - I have a couple of turrets whose bases are acting... um... a bit wierd. They seem to be rotating around an axis a few yards off to one side, rather than through the centre. Any ideas for a fix?

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Diamond Geezer is a funkey monkey

  

Offline karajorma

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Polys, converting, and textures
Probably a misaligned axis. Select that turret base, click on the move axes to center button. Then move the axes to the point you want the turret to turn around.
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Offline diamondgeezer

Polys, converting, and textures
Worked perfectly. Ta muchly :)

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