Author Topic: Cash prize for Collada - POF support!  (Read 141722 times)

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Offline blowfish

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Re: Cash prize for Collada - POF support!
a better question, how many polys and vertices per subobject before bspgen chokes up? i'm having various differing problems getting a 120k poly model to convert...

BSP has nothing to do with the collada importer.  The BSP tree is compiled when the POF is saved.

 

Offline pecenipicek

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Re: Cash prize for Collada - POF support!
its not related to collada, just the general limit


[edit] from my findings, it still crap out at 35k per subobject, time to cut it up some more.

also from what VA said, it can go on with around... 18 to 24-5 k poly's without crapping out

[edit#2] craps out at 15928 polys on a single subobject... cutting out more should help but i'm too tired to do more at the moment... will get back tommorow
« Last Edit: September 15, 2008, 09:56:05 pm by pecenipicek »
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Re: Cash prize for Collada - POF support!
What happens if you weld vertices?

 
Re: Cash prize for Collada - POF support!
What happens if you weld vertices?

If theres no triangle-polygons between the two vertices (or more) then nothing happens (just vertex reduction). If there is triangle-polys then those will get deleted. Provided something didn't get mucked up.
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Offline Spicious

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Re: Cash prize for Collada - POF support!
No real changes today, but it's switched from statically linked ColladaDOM to dynamic. Basically, smaller executable size, but you'll need this dll.

Edit: No. :(
I still can't import the model. It's stuck on "processing subobjects" at 1/10 of the bar I'd say.

Edit2: Weird. I used 3ds to convert it, that worked fine.
Then I opend the POF in PCS2, also no problem, but when I try to save that as DAE I get: "Error Array ran out of bounds"
Care to provide the model?

 
Re: Cash prize for Collada - POF support!
PCS2 usually hangs when there are some wierd objects generated inside the model part it hangs on or else the name structure has a -0 or -# that doesn't have another component to complete it. i.e. You have a group named Hull-0 and a component named Hull-1.

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
No real changes today, but it's switched from statically linked ColladaDOM to dynamic. Basically, smaller executable size, but you'll need this dll.

Edit: No. :(
I still can't import the model. It's stuck on "processing subobjects" at 1/10 of the bar I'd say.

Edit2: Weird. I used 3ds to convert it, that worked fine.
Then I opend the POF in PCS2, also no problem, but when I try to save that as DAE I get: "Error Array ran out of bounds"
Care to provide the model?

PM sent. :)
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Offline Spicious

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Re: Cash prize for Collada - POF support!
It finished importing eventually, but I've changed it to do things in a less woefully inefficient way.

Edit: And similarly for exporting too.
« Last Edit: September 20, 2008, 05:12:23 am by Spicious »

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
Is the new build already in your signature?

Sounds like a great improvement. :)
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Offline Spicious

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Re: Cash prize for Collada - POF support!
Yes.

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
Hmm, now I need "libcollada14dom21.dll".
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Offline Spicious

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Offline chief1983

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Re: Cash prize for Collada - POF support!
Can you link that in your sig too?  I think it's going to be missed by a lot of people since that's where everyone currently looks for the link to the latest PCS2 build.
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Offline DaBrain

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Re: Cash prize for Collada - POF support!
Wow, the importing of DAE files got a lot faster.  :yes:
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Offline DaBrain

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Re: Cash prize for Collada - POF support!
I tried loading the SoL city POF and saving it as DAE, but wasn't able to open it in 3ds.
Any idea what this could mean?




Did I send you a copy of the city already? I can't remember if I gave it to Kazan, or to you...

And there is still the problem that the smoothing can not be imported correctly ind 3ds.
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Offline Spicious

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Re: Cash prize for Collada - POF support!
I believe I have a DAE of it. It does seem to infinitely loop the bsp code, at least when I tried it. It'd be easier to send over the POF you're working from anyway.

I'm not sure what I can do about smoothing. Do other DAE files maintain smoothing?

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
I'll pack up the POF and load it up.


Yeah, other DAE files maintain the smoothing. When I import DAE files from PCS2, they do also look like they have the correct smoothing, but none of the 32 supported smoothing groups is beeing used by any polygon of the model.
When I change it from "Mesh" to "Poly" it looses the smoothing completely.

My guess is, that the smoothing groups used by PCS somehow are over the number 1-32. Which would explain why I can't edit them.
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Offline Mahak

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Re: Cash prize for Collada - POF support!
Been away for a long while - great to see so much progress on this!

Question for maya users - what are you using for helper objects? (gunbanks, glow points etc etc)  Locators don't seem to keep their transforms on export - resets everything to 0,0,0.

This may have been answered somewhere on this thread, I couldn't seem to find it though.

M.

 
Re: Cash prize for Collada - POF support!
Been away for a long while - great to see so much progress on this!

Question for maya users - what are you using for helper objects? (gunbanks, glow points etc etc)  Locators don't seem to keep their transforms on export - resets everything to 0,0,0.

This may have been answered somewhere on this thread, I couldn't seem to find it though.

     Well the gunpoints are just locators.
     I'm not entirely sure what the helpers are though, I just tended to take values from other ships, bring them onto my own via PCS2 and then edit it in Maya. But I usually just edit the points themselves rather than the helpers.

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
Been away for a long while - great to see so much progress on this!

Question for maya users - what are you using for helper objects? (gunbanks, glow points etc etc)  Locators don't seem to keep their transforms on export - resets everything to 0,0,0.

This may have been answered somewhere on this thread, I couldn't seem to find it though.

M.


My suggestion: Take similar ship, that already is stored in a POF, open it in PCS2 and save it as DAE file.
Open this file in Maya and you can get a pretty good overview how the setup for ships works in Maya. ;)


@Spicious
Maybe there is something wrong with the model itself. I'll take a very close look at it tomorrow before I load it up.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
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----------------------------------