Author Topic: No shields in game  (Read 1608 times)

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No shields in game
The shield mesh is imported correctly by POF CS, in Fred the 'has shield' box is checked, and the craft has $Shield (or whatever) in the ship table.  In game it doesn't act like it has a shield.  One laser shot and the hull is taking damage.  Any suggestions?

 

Offline Nuke

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check your heirarhy and/or triangulate the shield mesh.
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Offline Getter Robo G

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alternately you can use modelview to import a shield that you know works from another pof... just tweak it's x,y,z dimensions in the editor.
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POF CS won't import the cob unless I triangulate it in Truespace.  The shield looks fine in both POF CS and Modelview.

 

Offline StratComm

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How many faces does the mesh have?  I've heard of problems when it had too many faces, though I think that went away as the game got faster.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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tou could try converting the model and shield seprately, then importing the shield mesh into the model. ive had to do that a couple times for no aparent reason. also if you convert a mesh and use global data import (like if your updating your model and try to use the firing points and such from a previous version) it will overwrite the shield.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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The shields aren't working on a couple of my craft.  Shields are usually in the 250-300 face range.  My normal method is create the ship and shield as seperate models and then import the shield into the actual craft.

 

Offline Nuke

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they might be abit too highpoly, also be sure they dont have any bad geometry.
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Offline StratComm

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PCS should convert valid shields with no problem, just use modelview to be sure that they are there on the final model (and that they are the right size).  In fact, that's all I use the PCS converter for now, as that's the biggest direct failings of the Max plugin is the ability to create stable and working shields.  Anyway, all the shields that I've used that work (and that I can vouch for) are at most 200 polys.  Their handling in both colission and rendering is a tad bit different from true geometry, so reducing your shield polycount is definitely something to try.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
All of my shield meshes are made in Rhino.  I create a NURBS object around the model and play around with it to make it fit then I convert it to a mesh before saving.  The other guy has got a shield mesh just over 700 faces and it works in game.  These are shields on ships larger then a fighter.