Author Topic: Conversion Troubles (So what else is new?)  (Read 1603 times)

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Conversion Troubles (So what else is new?)
   Hey there everyone, I've been lurking about this forum for many months now. I'd just like to say that I've found many posts here to be very useful (yeah, I know, I'm a suckup).
   Anyway, I've been trying to convert a model for about three days now (I've converted models before). It loads just fine in fred2 and fs2, but everytime I try to load it in modelview, I get booted out with an "error 6010: Too many points in polygon (>20)" message.
   The problem seems to be with the debris (I can load it just fine, LODs and all, otherwise). I'm using Kazan's program to convert the model, as the poly-count seems to be too high for Cob2Pof.
   I have tried weeding out the offending mesh by loading each of them one at a time, I've tried triangulating them as well, and I've tried just loading the main mesh and the debris without the LODs and turrets. However, unless I remove debris altogether, the mesh will not load (I've also tried rebuilding the debris from scratch btw).
   I've run the resultant Pof through Pof2Cob, and when I look at the model, the debris seems to be displaced along the Z axis- higher than the correspondent parts on the main mesh.
   I'm sorry about the length of the post. Any insight into this matter will be much appreciated. Thanks in advance.



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Of course THAT didn't work either...
Of course THAT didn't work either...

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Conversion Troubles (So what else is new?)
Hmmm...perhaps you could try breaking up some of the debris into more objects, so that the polygons would have less points.
-C

 

Offline delta_7890

  • Your Node Is Mine
  • 28
Conversion Troubles (So what else is new?)
Yes, every bit of debris should have its own local light attached.
~Delta

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Conversion Troubles (So what else is new?)
ModelView32 does not load many models which work fine in Freespace 2.

Even so. Polygons should really have no more than 20 points on their border. If a polygon does, split it into smaller polygons until it doesn't.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.