Author Topic: POF CS (PCS) trouble  (Read 4126 times)

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Offline Vasudan Admiral

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Ok. I've been modeling for quite a while now, and I've tried out many 3d apps, including TS 3.2, 5 and 6, Blender, Lightwave, Milkshape, 3ds Max, gmax and even DOGA. They all have their strengths and weaknesses and all have their own sets of techniques that work and don't work.

So please believe me when I say that TS 3.2 is probably the biggest problem both of you and many others have at this time. In fact, I don't know of a single person on HLP who has produced even a moderately detailed ship using only 3.2.
The program is simply incapable of producing stable complex shapes! Even the simpler things that would take minutes in a normal app can take ages in 3.2.

As such, there is no reason to be relying on it as heavily as a lot of new FS modders do. It's like trying to learn to fly a helicopter by riding a bike. You'll never get off the ground.

Saying 'but it's free' is no excuse either. :p Blender and possibly Wings3d will be along shortly to beat you to death with a trout. If you want a totally free and legal way to do 3d modeling for Freespace, you barely need to use TS 3.2 at all.
ALL you would actually need it for is to set up the heirarchy of all your existing and positioned objects, scale the whole thing and then to save it as a COB/SCN.


I know I must sound like a broken record when it comes to TS vs Blender, and please don't think I'm attacking anyone, but I just get so tired of HLP modders getting stuck on 3.2 when they don't have to be. Many such modelers have given up modeling completely, no matter how much potential their designs show. 3.2 just strangles them with problems of every kind, and gives them next to no real modeling power in return. Modelers should be limited by time and imagination. NOT their chosen program. ;)

For example:
If a ship converted before to .pof but I had to break it up in order to cleanly edit some stuff out and now am stuck with 52 objects off one of 5 main parts and it fails conversion cause of this, HOW can I merge all those objects into one part again? (Using only ts3.2) is it possible? I tried union but nothing happens.
In Blender, you would shift+right-click select all the objects you wanted to make a part of the same object, and press ctrl+j.

In 3ds Max you would just select one object, click 'attach list' and select all the objects you wanted to attach in a nice neat list form.

How do you do it in TS? Well first you will need to make sure none of the objects are inside each other and that they aren't touching each other anywhere. Then you select one object, select the boolean union tool and proceed to boolean every object together one at a time. Be careful on the order in which you select them or you might put one of the yet-to-be-attached ones inside the bounding box of the attached ones, which has caused headaches before. Also be careful which ones you click - TS doesn't always go for the one you click on. If there was something behind it, more often than not you will grab it and not the object. Aside from that, it's good to save right before trying this whole operation because TS will very often crash at seemingly random ones, and the undo only undoes some of them some of the time. Be sure to save right afterwards as well. Once that's done, if any objects were in or touching each other before you moved them, you'll now have to border-select all their verts or faces and move them back into place.

And no I'm not talking about simply gluing objects together. That does not join them into one mesh object as the method I've described will do in each program.

As I've said in many of my previous broken record loops, if anyone out there has a simpler method for doing the above in TS 3.2, then please let me know!
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

  

Offline Getter Robo G

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Thanks for the explanation, and yes it makes TS sound retarded...

Lets just say I gained access to MAX and LW recently... But I still know more about TS... Hopefully that will change in time.

(Note, if I ever won the lottery a certain not named game would have a shipyard program :D)


"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 EAD_Agamemnon

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Why do I use TS3.2? Its FREE! I dont have several Ben Franklins to spare to simply buy a modeling program that I may not use all the time. Making models is something I do occasionally and none are meant to be ground breaking....and textures I'm 99.5% content to live with what I can mix n match from released mods.

Unless you know of a better model-making program that dont cost both arms, both legs, AND the kitchen sink. 100 bucks is the most I'd ever want to spend on such a thing....and that would be with a very great deal of reluctance. Most of the stuff I fool around with, or at least try to, is with ship weapons. If I had a better understanding...better yet if FRED wasnt so confusing to me....I'd be working on my own mini-mod.
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline Vasudan Admiral

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 :blah:
Saying 'but it's free' is no excuse either. :p Blender and possibly Wings3d will be along shortly to beat you to death with a trout. If you want a totally free and legal way to do 3d modeling for Freespace, you barely need to use TS 3.2 at all.
ALL you would actually need it for is to set up the heirarchy of all your existing and positioned objects, scale the whole thing and then to save it as a COB/SCN.

*watches the fish beating* :p

Blender is free. It kicks the crap out of TS in every possible way. If the fact that it is free is the only reason you're using 3.2, switch! Now!
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline EAD_Agamemnon

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  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
if you are a sap with very little money to be spared on such extravagenes...then "but its free" IS an excuse
where might i find BLENDER then...and in my case...
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline EAD_Agamemnon

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  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
maybe I should rephrase.
I use(d*) because its the one I knew for sure was free. I dont model enough nor am I so bound up in it that I can justify buying the bigger better stuff. I just want something that will make what I try to make...work.

Im currently looking into BLENDER and 3DPlus2...I'll keep searching till I find one not quite as tempramental as TS.

(*)Note: reference to used: searching for different program: as of this moment: 2 possibilities found
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline Getter Robo G

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http://www.blender3d.com/

Link found off freespace oracle (Karajorna's site)

"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 EAD_Agamemnon

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  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
downloaded BLENDER....the graphics of the controls look like something from 20 years ago....looks like itd be at home in WIN3.1

gonna take a long time learn that from the looks of it...
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 
downloaded BLENDER....the graphics of the controls look like something from 20 years ago....looks like itd be at home in WIN3.1

gonna take a long time learn that from the looks of it...

You won't get any argument from me.  :lol:
Not to mention the flow of the program is pretty bad.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Mate, look. Blenders work flow is just as fast as that of any other program - it's the user that defines it. Once you know your way around the shortcut keys, Blender is a breeze.
And when you say flow of the program, how far into that flow did you actually get before deciding it was 'bad'? I haven't fully learned the ropes in 3ds max yet, so I can't model anything in it that comes close to what I can make in Blender. Does that mean 3ds max's workflow is bad? No! Just means I still have to learn how to use it. The same applies to you. :p

As for the interface, it's rendered through openGL, as the program is designed to be multi-platform with minimal effort. Besides that, the openGL interface means you can move the panels to where you want them, scale them to the size you're happy with, line them up wherever, group them into tab groups however you like and can even change the colours to whatever strikes your fancy. Combine this with the window system, and you've got a very powerful interface.

In fact I'd love it if more programs used similar user interface systems.

=====

Agamemnon: If you try and teach yourself how to use Blender from scratch, it will take a long time. I know because that's exactly what I did.

Nowadays though you have some video tutorials to get you into it quickly: http://www.blender.org/tutorials-help/video-tutorials
If that doesn't help, look here for a plenty of other tutorials: http://www.blender.org/tutorials-help/tutorials/
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Is blender.org having troubles? I can't seem to connect with it. 

Also how well is your blender to pof converter work?  Can you create smoothing groups or at least import 3ds smoothgroups?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Hmm, yeah, it looks down atm. I think they've just released a new version, so it's possible they got bandwidth starved I guess.

=====
About the converter, I assume you mean the cob exporter? It's going nowhere till someone who knows python scripting can get it to interpret heirarchy, object centres, multiple texture names and object names correctly. :(
It's annoying how close it is - PCS accepts the cob files it exports, including complex geometry, UVs, scale and object offsets, but the cob export script itself won't do anything more than that.

That said, the .X exporter works fine on all but heirarchy. This means I can build my model completely in Blender; debris, lods, turrets - the lot, export it as a .X file, open it up in TS, drag/drop assemble the heirarchy there, scale it all and save.
Considering I used to have to UV, texture, turret, lod, debrisify AND heirarchify (yes I am making up words now) each model in TS, this system is an enormous improvement. :D

=====
As for smoothgroups, well I know Blender has the features needed, but I've never bothered looking into it. I much prefer to let the models geometric detail define the shape and leave the ship completely faceted. Basically, all edges/creases in the mesh are meant to be there, and form the hull shape as it would if it were a real object. Let the mesh's detail speak for itself as it were. ;)

If I really need to fiddle with smoothgroups though, I do it in TS. You take your texture, pick faceted/smooth/autofaceted (each different angle on autofacet will form a different smoothgroup), and apply it to the parts you want faceted/smooth/autofaceted. During conversion, PCS will correctly interpret the smoothings, but merge the materials back into one so you don't end up with copies of the same texture all applied to your mesh.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
As for smoothgroups, well I know Blender has the features needed, but I've never bothered looking into it. I much prefer to let the models geometric detail define the shape and leave the ship completely faceted. Basically, all edges/creases in the mesh are meant to be there, and form the hull shape as it would if it were a real object. Let the mesh's detail speak for itself as it were. ;)

If I really need to fiddle with smoothgroups though, I do it in TS. You take your texture, pick faceted/smooth/autofaceted (each different angle on autofacet will form a different smoothgroup), and apply it to the parts you want faceted/smooth/autofaceted. During conversion, PCS will correctly interpret the smoothings, but merge the materials back into one so you don't end up with copies of the same texture all applied to your mesh.

I prefer on most models to do smoothing manually or at least first do automatic then adjust each poly as needed.  I've noticed on some models the polys get assigned to the wrong group.  Mostly because the angle between the correct polys is greater than that of the of the misgrouped polys.  I wonder where the smoothing gets lots, in truespace or in 3d exploration.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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It'd be 3d Ex. Max has propper smoothgroup information, while TS just has them as a byproduct of it's texture system. I doubt there's any hope of TS being able to interpret them from Max at all.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Yuck... another thing I noticed it's really hard to get a moving smooth mapping in truespace, static pictures don't work that well.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"