Author Topic: Gahhhhh! DIE PCS! DIE!  (Read 1653 times)

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Offline Boomer

  • 28
Gahhhhh! DIE PCS! DIE!
:hopping: :mad2: :mad: :mad2: :hopping:

I just finished on a very time consuming model, gave it debris, LODS, turrets, and various susundry other things, came out to 2828 polys total.  Yet lo and behold, when I try to convert, PCS craps out and Modelview won't ******* convert!

Gahhhhhhhhh!

*Throws Mouse at wall.*
*Mouse Shatters*
*Pulls another out of Spare Mouse drawer*
:hopping: :mad2: :mad: :mad2: :hopping:
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Re: Gahhhhh! DIE PCS! DIE!
Quote
Originally posted by Boomer
*Pulls another out of Spare Mouse drawer*

:lol:


Errrmm... did you use the boolean tools of tS? They're kinda known for causing things like this (to me, too :( - though my models weren't that complex)
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Boomer

  • 28
No.  All I used TS for was texturing and TrueView for hierarchy editing.
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Ummm - in this case I don't know what happened. But maybe others could help if you state which modeling program you used. Good luck with getting the model work.
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Boomer

  • 28
Used Blender to Model, Truespace for texturing and hierarchy.

I can get the model to convert if I get rid of all changes after I successfully added LOD1.  I've tried leaving just LOD 2 out, so I'll try to rebuild from the LOD1 checkpoint.  

(Yes, I save after each hierarchy edit, just in case.)
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

 

Offline Boomer

  • 28
Sorry to double post, but just got done with the second round of trouble shooting.  It seems that the error occured sometime after the point of LOD2 and there was a possible corruption of all the models from the LOD02 file on.  I was able to successfully transplant all of my debris into the LOD01 and convert.  I'm now going to attempt to redo the 2nd LOD and Import into the currently convertable LOD01+debris file.
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

 

Offline Boomer

  • 28
Feel free to ignore the thread.  I fixed the problem.  When things got screwey I got a little....overexcited?  Is that the word?  If work continues tomorrow at the pace that it did today, you guys might even see a release tomorrow.  Full LOD's and debris.

Ooooh, a record!  A triple post!

Another sign of the apocalypse.....:devil:
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Boolean?

I use it on all my models and had allmost never a problem with it..

AS for PCS - does it spew out any message?
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline aldo_14

  • Gunnery Control
  • 213
TS boolean tends to **** up geometry IIRC.  For as long as I've been modding - despite not touching TS (for modelling) with a 10 foot barge pool - it's been de riguer not to boolean.

 

Offline Roanoke

  • 210
Not just TS boolean either (3d anyway). Great for making 2d splines (that I bother much myself).

 

Offline aldo_14

  • Gunnery Control
  • 213
I've used max boolean from time to time; although I always go back and manually fix vertices, etc, to make sure it's ok.  It's normally just where it's easier to use a primitive; i.e. if you want a nice circular protrusion or a more organic join than can be achieved using manual judgement.  I do try & avoid it where possible, tho.

 

Offline Boomer

  • 28
I think I did use TS Boolean but didn't realize it.  When I reloaded the base model back into Blender and started Merging with that it came out fine.  I just need to finish POF'ing today and technically I could release it.  But I think I may go the extra mile and wait till I've done the tabling and play testing.
Viva la UBERBOMB!

"I have no gods, only questions." -Me

A man once came to me and asked me to express a profound thought.  I told him.....<Static>...

Look on the bright side, it looks absolutely nothing like a penis.-Turambar

I reject your reality and substitute my own!

  

Offline Roanoke

  • 210
Quote
Originally posted by aldo_14
I've used max boolean from time to time; although I always go back and manually fix vertices, etc, to make sure it's ok.  It's normally just where it's easier to use a primitive; i.e. if you want a nice circular protrusion or a more organic join than can be achieved using manual judgement.  I do try & avoid it where possible, tho.


shape merge :yes: