Author Topic: rejoice modelers, you're limits have been killed  (Read 40468 times)

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Offline KARMA

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rejoice modelers, you're limits have been killed
Quote
Originally posted by Omniscaper
I figured out that the Galaxy ship, can convert as a single mesh as long as all the vertices are aligned and that no intersections occur. It was a toughy to take a model composed of 10+ parts and stitch them into one mesh. Many of the objects seems to have been created apart from the super structure. Those objects HAD TO BECOME subobjects. I figured out that all the crashes I've been having with conversion or Freespace seems to stem from the fact that if a ship, which is treated as a "single" mesh, contains any form of polygon or vertex intersection, crashes the game if not PCS.


mm that's strange, let's hear bob's response:)

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
if 90 isn't smooth enough (wich I think it should be) just crank it up to 120 or something.

as far as that crashing issue, I havn't realy heard of that sort of problem, but that does sort of make sence given that the POF data structure holds geometry in a BSP tree.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
rejoice modelers, you're limits have been killed
I'm ready to hand over this model to someone. I am now COMPLETELY frustrated with this "hierchial" system of Truespace. I'm not even exactly sure how a ship should be PROPERLY grouped. The tutorials are a bit vague. There are too many variables with porting over a model that those tutorials do not cover. Mods within mods which use mods. I need sleep now. A week of modding in circles. I'll stick with the model porting. I'll glady email whoever wants the model so long as I get a copy of the final POF with all the trimmings such as working Beam weapons (a problem as well for me).

 
rejoice modelers, you're limits have been killed
>=(  


>=(

 
 

Offline Bobboau

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rejoice modelers, you're limits have been killed
why don't you post a picture of your hierarchy
Bobboau, bringing you products that work... in theory
learn to use PCS
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My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline KARMA

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rejoice modelers, you're limits have been killed
Quote
Originally posted by Bobboau

as far as that crashing issue, I havn't realy heard of that sort of problem, but that does sort of make sence given that the POF data structure holds geometry in a BSP tree.

btw...
this means that if I have an high poly mesh with many intersections, even if it appear to work flawlessy in game, it may cause the game to crash after a certain amount of time if there are more of those model at the same time?

 
rejoice modelers, you're limits have been killed
I'm no longer in Truespace  but I'm blaming the turret problem on it. I grouped and centered the lights to every turret subobject, which the axis centered on the subbject, yet I still can't target all of them in game. All the turrets appear in PCS. Is there a turret number limit? I'm guess the problem lies in the hierarchy.
« Last Edit: December 10, 2003, 04:56:09 pm by 1582 »

 

Offline StratComm

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rejoice modelers, you're limits have been killed
Is the table set up to define all of them properly?  That sounds like a table issue rather than a model one.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
rejoice modelers, you're limits have been killed
All turrets accounted for in the TBL. All 34 turetts. They all fire, but i cannot target them all. Much of them are firing THROUGH the ship as well. I set all their FOV to 45, but is the FOV setting relative to each turret's axis?
« Last Edit: December 10, 2003, 05:39:41 pm by 1582 »

 
rejoice modelers, you're limits have been killed
Truespace just crashed and KILLED ALL my grouping effort. I managed to convert to POF before the incident. Truespace crashed and when I reopened my file all the subobjects and lights were ALL OVER THE PLACE.

 

Offline StratComm

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rejoice modelers, you're limits have been killed
Yeah truespace can be a pain like that sometimes.  Save often, and rotate your files so you can roll back to an earlier state if something goes wrong.  I've got a new question though... if modelview shows your model, what happens when you select a turret in NON-edit mode?  Does the whole model dissapear or is the turret still visable?  It may be a high-poly thing, but it sounds like something is seriously FUBAR'd with the game or the model.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
rejoice modelers, you're limits have been killed
Model view SO does not like anything with more than 5k. I can only get the LOD version of the Galaxy to work. But you should see the entire model

 

Offline Flipside

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rejoice modelers, you're limits have been killed
You need to talk to Vasudan Admiral, he's uprated the ModelView wource code to accept a lot more polys, though it is still slightly limited by the number of UV Co-ords it can handle :)

Flipside :D

 
rejoice modelers, you're limits have been killed
FINISHED! All Turrets fire properly, Subsystems incorporated and none of the turrrets shoot THROUGH the ship. I set all turret FOV's to 100. Silly oversight of light size and placement has been fixed. I rearranged the hierarchy so that all turrets are directly under the main object and not under its own sub-subgroup which I arranged previously so that all 34 turrets would not be so cluttered. The only problem is that I can see laser bolts through the ship. I don't know if its SCP build issue.

How do I get this ship to fire beam weapons. I changed the gun type in the TBL but this ship refuses to use them and gets pounded. Which is the best gun type use anyways?
« Last Edit: December 11, 2003, 01:56:36 am by 1582 »

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
beam free alll


yes the seeing lasers through the ship is an engine issue, it hassn't shown as being a big enough problem to warent our fixing it yet
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

 
rejoice modelers, you're limits have been killed
Beam free all? Is that a TBL command? Which gun type should I use that will come close to red phasers?

Wanna see the Galaxy exploding?

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=209800

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
it's a sExp, one wich must be called on each ship wanting to use beams
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 Knight Templar

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rejoice modelers, you're limits have been killed
Well.. one out of two isn't too bad.
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rejoice modelers, you're limits have been killed
Let beams SPEW!!!  Thank you Bobboau.

Now I just made a model of a photon torpedo. What is the best way to make the the model glow red. For now I'm trying to modify a cyclops torpedo.