Originally posted by WMCoolmon
Have you tried Kazan's POF Constructor Suite?
I have it, but I do not think you can link from within PCS.
I tried importing some of my 3DE Converted 3ds to cobs into it ending up with only 1 LOD where all objects where shown.
Even so my glimpse of FS1 cobtopof source tells me that there was a max of 4 LODS. I guess the COB2POF2 with high limits is altered to 6 LODS. I wonder if it is a simple change of the number 4 to 6 in the source. And it was just not a Question of altering what the program looked for. Hence "detail". The program identifies the Top of the hierarchy as LOD0, unless it is a shield. All siblings are identified as belonging to the LOD group they are attached to. Anything below LOD3 is attached to LOD3. But you still have to Name the LOD groups Detail1, 2, 3 etc etc for the FS1 POF viewers and i guees FS1 engine to correctly indentify the LODS.
Well, I think I’m going to experiment a bit here. Have not compiled it yet.
Would be simpler if you could just named a Group DETAILa, b, c, and d
And then it would take all objects in that group and give it LOD0 1,2,3 status.
And no need for terminator lights. But I Guess it is all there for a reason.
Detaila, b, c, d because of Truespace 1 & 2`s name limitation
Oh well, I managed to get a 3DS into COB with the old COB2POF2 program, with I guess LOD limit 3. Meaning my LOD4 was shown in LOD3. let me put like bobbau err. Bob oh well you know who, once put it. This way it is LODS of trouble

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As I was overlooking this reply for Spelling errors, it suddenly occurred to me that if I LINK the objects correctly in TS2 and gives the groups the names detaila, b, c, d. Then convert to POF and from within either PCS or FSMM2 rename the groups to detail0,1, 2, 3. Then it might work.
Ok going to experiment a bit more.