Author Topic: poblem with PCS and oriented conversions  (Read 3351 times)

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Offline Getter Robo G

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poblem with PCS and oriented conversions
I find a model and pof it so see if it will convert (it does). I then use 3d exploration to resize it correctly and convert it (it does)...

  NOW the final part. I use TS to orient the correctly sized model and then stack overflow (too many polyhgons crap) error pops up...

 WTH? It is the same size as the unoriented ones that convert successfully??? The only difference is orientation (so it acts correctly in game). What does this mean and is there a fix for it?


  Is there a new version of PCS in the future? I know I asked this off and on for a year now but oh well...
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Offline magatsu1

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poblem with PCS and oriented conversions
are you just using "object rotate" ? or saomethin' else ?
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Offline Getter Robo G

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1.) why would that make a difference?


2.) where is it? I see three blocks for size but you have to calculate each bock by the percentage you want and type them in seperately for each dimention... I searched the toolbars and don't know if it is a button command or how to choose "object scale"
 
3.) has anyone else found this problem before?
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Offline Taristin

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poblem with PCS and oriented conversions
Why do you resize it in 3dex? Why not resize it in TrueSpace? Use another ship, like the myrmadon, to compare sizes with.
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Offline Getter Robo G

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I respect you as a modler but that was NOT my question...

  Besides read my post AGAIN I anwsered the question you just asked me...(unless you just missed it)...


 A.)  Please tell me if there is a command for overall object scale that you type in ONCE but more importantly How do you access it in TS!!! I looke dall over and could not find it on the toolbar or off other sections ..

and a new question

B.) Even if that works I still always use 3dexploration for easy texture replacement (remember people I am NOT a modler!)... Why does this error occur? Has anyone else ever had this problem before and knows WHY it happens?
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline StratComm

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poblem with PCS and oriented conversions
First off, you're already scaling in Truespace the way you should be.  You have to actually use a calculator if you want to keep proportionality, and it does use multiple type-ins, so it's got it's drawbacks.  But it's the closest you're going to find to a uniform scale in Truespace, and it's really not that bad once you're used to it.  You usually only use it once on a given model, so it would take less time than opening a different program to do it.  Secondly, there is no reason that 3dex should be messing Truespace up, but it's rare that a 3rd party tool works exactly correct on a proprietary format anyway.  The reason object rotate may matter is that it's sweeping the transform through the desired rotation, rather than simply applying a transform to the model all at once, so it concievably could be running out of allocated memory on a moderately complex model (by Freespace standards).  If you aren't already, use the object properties (again) to set the orientation; any half-decently designed model will be set facing down one of the three axis and so some combination of 0, 90, 180, -90 for rotation in x, y, and z should make it face the way you want it to.  The other option is to not use 3dexploration at all, which may in truth be the way to go.  Texture replacement can be done easily in truespace (the paint roller tool) or at the POF level, so there's no reason to go to a third program to make it work.  No modeling experience required.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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poblem with PCS and oriented conversions
Ummm. Don't use a calculator. Type in a mathmatical expression into the scale box :D

i.e if it says that the scale for x is 13.254 change this to 13.254*0.5 then press enter to half the size of the model. Repeat this for y and z. That way TS deals with rounding up or down rather than you.
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Offline StratComm

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poblem with PCS and oriented conversions
Oh that's right, that does work in TS.  I haven't modeled in that program in so long that I'd forgotten it did that.  Kara's right, it's so easy to use anyone can do it.  You just have to type it in 3 times.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
poblem with PCS and oriented conversions
Getter Robo G, I've experienced similiar problems in the past. What version of Pcs r u using? The Auto-facet version seems to be the most stable for me since I use high polys. Don't forget PCS has a size multiplier as well.  So if you set the size to the exact amount in Truespace, and PCS has like a 100x multiplyer setting, I've crashed many times. I typically set the size to a tenth of actual in truespace and let pcs multiply it by 10.

In reguard to Truespace scaling, click the object scale icon, then select the PARENT object. (You do understand there is a required hierarchy for PCS to convert without crashing with multi-meshes). Once selected, move the cursor to one of the corners of the bounding box. The curser should change when you are on top of the corner precisely. Just Drag and keep an eye on the measurement box till its right.

With TS rotation, when you do the rotation, be sure to "normalize" the axis rotation and scale. The icon is at the bottom.
« Last Edit: September 18, 2004, 04:22:50 pm by 1582 »

 

Offline Goober5000

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poblem with PCS and oriented conversions
Quote
Originally posted by Omniscaper
Goober, I've experienced similiar problems in the past. What version of Pcs r u using?
Huh?  I don't mod, I code. :nervous:

 
poblem with PCS and oriented conversions
Oops... mistaken identity, sorry dude. Correction made. :p
« Last Edit: September 18, 2004, 04:24:18 pm by 1582 »

 

Offline magatsu1

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poblem with PCS and oriented conversions
Quote
Originally posted by karajorma
Ummm. Don't use a calculator. Type in a mathmatical expression into the scale box :D

i.e if it says that the scale for x is 13.254 change this to 13.254*0.5 then press enter to half the size of the model. Repeat this for y and z. That way TS deals with rounding up or down rather than you.


I don't see why that's necessary. I just load up a similar craft and obj scale (all axis at once) my mod. to suit with the obj. scale icon. Unless I'm reading this thread wrong.:nervous:
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Offline karajorma

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poblem with PCS and oriented conversions
Quote
Originally posted by magatsu1
I don't see why that's necessary. I just load up a similar craft and obj scale (all axis at once) my mod. to suit with the obj. scale icon. Unless I'm reading this thread wrong.:nervous:


That's fine too but if you for instance have converted the ship in PCS and it was 1km long and you wanted a 600m corvette it's much easier to rescale by multiplying the numbers by 0.6 than by scaling by hand.
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Offline Kazan

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poblem with PCS and oriented conversions
the problem you're expiriencing is due to a corrupted model file from using non-supported modeling environments
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Offline Getter Robo G

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There may be some confusion here

  I am using PCs 1.3.4 (I just found under OPTIONS the scaling factoer unless I set it at least to 20 I get problems)

  I am also using TS 3.2 (the free version) that may be why I can't find these Icons you people keep talking about...

Great info Karajorma, the multiplier thingy works! However the size reduction still causes stack overflow to get these fighters and shuttles to right size... They only convert up to 40-50 meters long...  Guess they go in the failure to convert folder till I can get someone to look at them (these are for star trek)...
 
L8tr...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

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poblem with PCS and oriented conversions
TSCoords x 20 = fs2 coords

stack overflow means you have polygons with duplicate centroids - that typically means oyu have to remodel

it's not something i can fix - it's a fundamental issue with BSP algorithms
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Offline Bobboau

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poblem with PCS and oriented conversions
hey, I had an idea for fixing that, couldn't you put more than one polygon in a leaf, at least with how FS holds it's poly data I think it can be done. if not, do you think makeing an error mesage that tells were the bad geometry is roughly could be done?
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Offline Getter Robo G

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For the explanation Kazan... I was hoping it was someting else but at least now I know those ones need a modler to fix or just use as a reference.
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

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poblem with PCS and oriented conversions
bob: i don't think fs2 is designed that way
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Offline magatsu1

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poblem with PCS and oriented conversions
isn't that where you guys come in ? ;)
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