Author Topic: PCS2 Dae->POF conversion problem  (Read 428 times)

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PCS2 Dae->POF conversion problem
Hello,

i have a question about the conversion of a specific model.

I have done this many times before but with this model strange things happen.

I export the model from blender as "dae" and load it to PCS2.

see attachment pcs2-dae.jpg

i save the model as *.pof.

After i load the pof file it shows up like this.

see attachment pcs2-pof.jpg

I have tried to change the uv-map / i delete the uv-map / i try several methods to lower the faces / ...

i have no idea why other models are working but this will not work. Can somebody give me a hint ?

With kind regards

Askahain

 
Re: PCS2 Dae->POF conversion problem
Obviously PCS broke something. Have you tried saving the model as PMF instead of POF? Using different formats often fixes the issue, but sadly not always.

 
Re: PCS2 Dae->POF conversion problem
Hello,

the export to *.pmf works fine.

If i try to convert the *.pmf to *.pof the same error appeard.

I think i can't use *.pmf files in FS2.

With kind regards

Askahain

 

Offline The E

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Re: PCS2 Dae->POF conversion problem
This kinda looks like index corruption. How many polygons does that model have?
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: PCS2 Dae->POF conversion problem
Hello,

the model have 283683 faces.

Is there a limit that PCS can handle ?

With kind regards

Askahain

 
Re: PCS2 Dae->POF conversion problem
There shouldn't be a limit.

 
Re: PCS2 Dae->POF conversion problem
Hello,

i lowered the faces to 109352 but still the same problem.

Strange .. any more things i can test ?

With kind regards

Askahain

 
Re: PCS2 Dae->POF conversion problem
Safe as PMF in PCS-2.1

Open PMF in PCS-2.0.3

Safe as COB

Open COB, safe as POF (both with 2.0.3)

COB format was kinda broken but useful for circumnavigating such issues, sadly it got depracticed in 2.1

 

Offline The E

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Re: PCS2 Dae->POF conversion problem
There shouldn't be a limit.

Not entirely correct.

What you should do is subdivide the model into chunks with no more than 65536 polygons.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: PCS2 Dae->POF conversion problem
There shouldn't be a limit.

Not entirely correct.

What you should do is subdivide the model into chunks with no more than 65536 polygons.

There is? Is it possible that corrupted models being more common with higher polycount or is that just coincidence?

 

Offline The E

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Re: PCS2 Dae->POF conversion problem
There is? Is it possible that corrupted models being more common with higher polycount or is that just coincidence?

Higher polycount models are guaranteed to cause this issue. It's a "feature" (in the heaviest air quotes possible) of the POF format itself; it represents vertices using indices into a giant array of vector values, and the index is stored in an unsigned short, i.e. an unsigned 16-bit integer. This means that no subobject can have more than 65536 vertices; if there are more, the index loops around and you get effects like what's pictured above.

The way to go around this (and this is something models like BP's Erebus use) is to have parts of the model as subobjects under detail0. Since these are not tabled as subsystems, the engine treats them as part of the LOD0 geometry.
« Last Edit: August 27, 2019, 01:43:57 pm by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline The E

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Re: PCS2 Dae->POF conversion problem
You can find out whether or not a model is safe to convert to POF by looking at the Subobject Info box in PCS2.

Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: PCS2 Dae->POF conversion problem
Ah ok. I was just wondering as I had this good looking Corvette from TI that Nyx upgraded which spits out its entire debris LOD when it gets hit by something (without being dead).

 
Re: PCS2 Dae->POF conversion problem
OK the Corvette has 75.201 Vertices and Normals. Probably that's the explination.

  
Re: PCS2 Dae->POF conversion problem
Hello,

the problem was the amount of the normals.

After i split the model in subparts the conversion was working as expected.

With kind regards

Askahain