Author Topic: Curious little bug....  (Read 3107 times)

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Offline aldo_14

  • Gunnery Control
  • 213
Curious little bug....
Wierd thing happened to me converting a cob... see here

The rear engine vanished!!  Used to work fine without the turrets (base model) - but no more     .  And the turreted version crashes FS2 / Fred2 whenever I try to load it (the model, without adding gunpoints, etc to the pof, so it's just a set of sub-objects).  

This has become a major problem now, actually, seeing as I have no idea what's wrong.



[This message has been edited by aldo_14 (edited 06-01-2001).]

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Strange, I managed to successfully convert my first cob today (whayeeee) but ingame the suns seems to shine through parts of the hull. Oh yeah and it jumped out sideways  

More work needed I think  

[This message has been edited by Maeglamor (edited 06-01-2001).]

 

Offline aldo_14

  • Gunnery Control
  • 213
I think it might be the UV mapping, but I'm not sure.  What really worries me is that every model i do which has >1 turret sub-objects crashes fred2 - don't know why (although they aren't defined as turrets yet   ).   Polycount seems to be doubling quite a lot, too.  It's quite irritating,as now I just want to get the damn thing finished.  At least the texture warpings' cleared up.
  http://uk.geocities.com/gunnery_control/wyvern.htm

NB:  Does your model move sideways, or just jump that way.  Cos it could be you just need to rotate it 90 degrees (TS's co-ordinate system is wierd - y is forward/back and z is up.down ?!)

[This message has been edited by aldo_14 (edited 06-01-2001).]

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Looks OK in Pofeditor (modelview), when you turn it to the front it actualy does give the front view so I'd say it's OK as far as orientation goes. The blue bounding box is too far forward though, don't know what that's about. I might try using wincob2pof instead of pof compiler.
I managed to get a textured (albeit one single tex) model into FS without having to go anywhere near Truespace (falsespace?), I'm all proud of myself.  

BTW is there a specific tutorial that outlines heirarchy for subobjects/turrets etc.?

 

Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by Maeglamor:

BTW is there a specific tutorial that outlines heirarchy for subobjects/turrets etc.?

Maybe it's something to do with you axes or something, I don't really usderstand it myself.

There's not a tutorial as such, although there is stuff on the VBB (and here I think), you just hgave to search for it.  Damn - I'll need to check my warpout for my old pof (i.e. the one that works).  NB- Are you using a cob file with anything glued onto it?  cos I think that could be my problem (I have glued destroyed turret objects to it).


 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
No it's just a simple hull, I was just testing it. My model went through more stages than most i.e. I built it in Rhino3d, I exported it to 3dsmax where I optimised and textured it. Then I used 3dexploration to convert it to cob and finally I used Kazans pofcompiler to make the actual pof file.

You got ICQ Aldo? I just noticed you're in my part of the world  

[This message has been edited by Maeglamor (edited 06-01-2001).]

 

Offline KillMeNow

  • The Empire Lives
  • 28
well my tutorial i added a bit down the bottom that should keep the hierarchy right i think in princaple  but no promices since i wasn't using ts1 but it works in ts4 - however if not work then fear not =) for a small fee i will fix   j/k
ARGHHH

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Well I wasn't using TS1 either so I'm exempt from your small fee  

 

Offline aldo_14

  • Gunnery Control
  • 213
   
Quote
Originally posted by Maeglamor:
No it's just a simple hull, I was just testing it. My model went through more stages than most i.e. I built it in Rhino3d, I exported it to 3dsmax where I optimised and textured it. Then I used 3dexploration to convert it to cob and finally I used Kazans pofcompiler to make the actual pof file.

You got ICQ Aldo? I just noticed you're in my part of the world    

Yeah, just downloaded it half an hour ago, so I have no idea what the hell I'm doing (and as soon as I started it running I got a spam e-mail - lovely)

My no's 119819902 (nickname aldo)


EDIT[/B}
Hmm, now I know why models been crashing - kinda.  It's whenever I add over a certain number of turrets   - not sure which exactly, but greater than 2.

And when I put 4+ turrets, it all goes nuts!!  The turrets hang in mid-air, the hull vanishes into 2 thin 'slices', and a wierd block hovers above my ship  

Bugger.
/EDIT


[This message has been edited by aldo_14 (edited 06-01-2001).]

[This message has been edited by aldo_14 (edited 06-01-2001).]

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Hey aldo, keep up the good work! I went and checked out your new site and I must say it is very impressive!  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline aldo_14

  • Gunnery Control
  • 213
   
Quote
Originally posted by Setekh:
Hey aldo, keep up the good work! I went and checked out your new site and I must say it is very impressive!      

Cheers, although my old site was much better till I got locked out    

Got the first turret working      

Sadly, adding extra turrets just crashes it  and FRED2 .  I have absolutely no idea   what the hell is going on, except that it's a model problem....

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[This message has been edited by aldo_14 (edited 06-02-2001).]

[This message has been edited by aldo_14 (edited 06-02-2001).]

[This message has been edited by aldo_14 (edited 06-02-2001).]