Author Topic: Cash prize for Collada - POF support!  (Read 141276 times)

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Re: Cash prize for Collada - POF support!
Sweeet! Thanks man you Rock!

 
Re: Cash prize for Collada - POF support!
Hmmm I think this latest build broke something...  I remove the "-node" entries and get this: "instance_geometry not found for subobject detail0".

<node id="detail0" name="detail0" type="NODE">
     <instance_geometry url="#detail0-mesh">

and <geometry id="detail0-mesh" name="detail0"> exist
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!"

 
Re: Cash prize for Collada - POF support!
Have you tried some pov file comparisons?

 
Re: Cash prize for Collada - POF support!
Found the problem...  The model wasn't centered exactly at (0,0,0) so I moved it.
You need to reset x-form even just for that.

Ok, back to where I was confused before.  What is the naming convention for gun/missile points?  It exports them as gunbank0X and gunbank0X-0Y.  The importer will read them and create them, but give them a position of (0,0,0) and a normal (0,1,0) straight up. X-form resetting didn't help.
« Last Edit: August 27, 2008, 11:56:14 pm by Scooby_Doo »
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!"

 
Re: Cash prize for Collada - POF support!
With PCS on engines I kept finding the normal for setting them on a model would adjust to a line extending straight behind at 90,0,-1. I havent figured out if the numbers were in radians or degrees.
I havent spent much time with them but on three model imports I found those numbers worked. But I have yet to put one in game because of my texture/uv experience lacking. I would have to defer to the PCS guys that actually have done a full model though. It could just be the fact I consider +z - up, -y - front, & +x - port side.

If you need radian to degrees conversion I have the formula somewhere in my CAD lisps, I cant remember it off the top of my head right now.
« Last Edit: August 28, 2008, 12:36:31 am by KewlToyZ »

 

Offline blowfish

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Re: Cash prize for Collada - POF support!
err ... normals are vectors, not angles.  It is the x, y, and z axes respectively.  So if you wanted a normal facing forward, it would be 0,0,1.  Backward would be 0,0,-1, up would be 0,1,0, right would be 1,0,0, and so on.  And, of course, you can combine numbers to get things other than straight angles.

 

Offline Spicious

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Re: Cash prize for Collada - POF support!
Ok, back to where I was confused before.  What is the naming convention for gun/missile points?  It exports them as gunbank0X and gunbank0X-0Y.  The importer will read them and create them, but give them a position of (0,0,0) and a normal (0,1,0) straight up. X-form resetting didn't help.
The gunbankXXs are important, the gunbankXX-YYs don't matter.
Have you got some <matrix> or <skew> fields under the individual gunpoint nodes?
They aren't yet supported since no one has used them and I have no idea what skew is meant to do.

 
Re: Cash prize for Collada - POF support!
Yup, looks like some soft of transformation matrix.  Although the values don't seem to represent object locations.

Heres the entire chunk:
Code: [Select]
      <node id="gunbank01" name="gunbank01" type="NODE">
        <matrix>1 0 0 217.005 0 1 0 70.7379 0 0 1 -43.1849 0 0 0 1</matrix>
        <node id="gunbank01-01" name="gunbank01-01" type="NODE">
          <matrix>1 0 0 -193.593 0 1 0 -171.384 0 0 1 -40.0538 0 0 0 1</matrix>
          <extra>
            <technique profile="MAX3D">
              <helper>
                <bounding_min>-4.60205 -4.60205 -4.60205</bounding_min>
                <bounding_max>4.60205 4.60205 4.60205</bounding_max>
              </helper>
            </technique>
          </extra>
        </node>
        <node id="gunbank01-02" name="gunbank01-02" type="NODE">
          <matrix>1 0 0 -240.43 0 1 0 -171.384 0 0 1 -40.0538 0 0 0 1</matrix>
          <extra>
            <technique profile="MAX3D">
              <helper>
                <bounding_min>-4.60205 -4.60205 -4.60205</bounding_min>
                <bounding_max>4.60205 4.60205 4.60205</bounding_max>
              </helper>
            </technique>
          </extra>
        </node>
        <extra>
          <technique profile="MAX3D">
            <helper>
              <bounding_min>-10.4952 -10.4952 -10.4952</bounding_min>
              <bounding_max>10.4952 10.4952 10.4952</bounding_max>
            </helper>
          </technique>
        </extra>
      </node>
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 Spicious

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Re: Cash prize for Collada - POF support!
It looks like the grouping helper "gunbank01" has a position offset going on. If you add the individual gunpoint offsets (the non-zero and non-one entries) to the gunbank offset, you should get the right positions.

I'll look at adding matrix support when windows stops spontaneously rebooting.

 
Re: Cash prize for Collada - POF support!
It looks like the grouping helper "gunbank01" has a position offset going on. If you add the individual gunpoint offsets (the non-zero and non-one entries) to the gunbank offset, you should get the right positions.

I'll look at adding matrix support when windows stops spontaneously rebooting.
You got that screen saver installed? :p

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
What is the minimum requirement for a mesh to convert?


I've got a mesh here, just "detail0", no nodes and I can't get it to convert to POF.
There us no error message, it loads the model. The texture names are correct, just the mesh isn't there. (Nothing visible, size 0,0,0 mass 0)


Edit: Something is also going wrong with the smoothing, when I import a DAE from PCS2 in 3ds.
The smoothing is there, I can see it, but in the "edit mesh" tab, there isn't any smoothing group used.

When I convert it to "editable poly" to work with it, the smoothing is gone. :(

« Last Edit: August 31, 2008, 03:21:27 am by DaBrain »
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Please PM me in case you want to apply
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Re: Cash prize for Collada - POF support!
Are you exporting from Max?

edit: if so, check the dae file for "-node" entries.  Delete those (or simply replace [-node"] with ["])
« Last Edit: August 31, 2008, 03:50:42 am by Scooby_Doo »
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!"

 
Re: Cash prize for Collada - POF support!
It looks like the grouping helper "gunbank01" has a position offset going on. If you add the individual gunpoint offsets (the non-zero and non-one entries) to the gunbank offset, you should get the right positions.

I'll look at adding matrix support when windows stops spontaneously rebooting.

Any luck?  The one in your profile still is the older version.
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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Re: Cash prize for Collada - POF support!
Sorry I took so long to get around to the insignia test model - as usual, I'd forgotten all about it because PCS2 can't edit them at all. Anyway, I've attached a test DAE that includes insignia implemented based on how PCS1 expected insignia in the COB.

There are a couple of small issues to note:
1) The insignia are basically just the usual poly objects with a single texture applied
2) Each individual insignia logo must be a separate object
3) Whatever texture (if any) is applied to the insignia polys MUST NOT be added to the main texture list
4) The poly models themselves MUST NOT be added to the subobject list as PCS1 does
5) In the test file I have set it up with a total of four insignia, not attached to anything, since I figure you'll want to get the guts of it working before deciding how best the input should be provided. The naming convention is: "insigLOD00-01" for the first insignia on LOD 0, and "insigLOD01-01" for the first on LOD 1.

When you're ready, let me know how you want to see them grouped in the scene if you have a preference and I'll upload a test model for that case too. :)

[attachment deleted by ninja]
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
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Offline Spicious

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Re: Cash prize for Collada - POF support!
1) The insignia are basically just the usual poly objects with a single texture applied
That's fine and should work.
Quote
2) Each individual insignia logo must be a separate object
That should work too.
Quote
3) Whatever texture (if any) is applied to the insignia polys MUST NOT be added to the main texture list
Can't really help you there since the texture list is generated based on the Collada library_images section.
Quote
4) The poly models themselves MUST NOT be added to the subobject list as PCS1 does
That should work.
Quote
5) In the test file I have set it up with a total of four insignia, not attached to anything, since I figure you'll want to get the guts of it working before deciding how best the input should be provided. The naming convention is: "insigLOD00-01" for the first insignia on LOD 0, and "insigLOD01-01" for the first on LOD 1.
That could work. Currently it'll assume anything beginning with "insignia" is an insignia but it doesn't do anything about LODs yet.

Any luck?  The one in your profile still is the older version.
I've been busy recently but I should have some time soonish.

  

Offline Vasudan Admiral

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Re: Cash prize for Collada - POF support!
That's fine and should work.
Oh, you mean insignia generation is already in? If so, great! And I'll give it a test as soon as I can. :)
Quote
3) Whatever texture (if any) is applied to the insignia polys MUST NOT be added to the main texture list
Can't really help you there since the texture list is generated based on the Collada library_images section.
Hmm, so currently if we leave the insignia polys as untextured it should still work?

Also, since we need to apply a texture to the polys beforehand anyway to align them correctly, could we perhaps have a specially recognised texture name like "Insignia" or whatever that if encountered in the library_images section, would not be added to the PMFs texture list?

I ask because this is one of those things that would easily go unnoticed during conversion and would probably result in having one texture too many in the list. You usually do not want to touch the texture chunk in PCS2, because deleting or adding anything there invariably causes problems. As such, you'd need to reconvert the model again.
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
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Offline Spicious

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Re: Cash prize for Collada - POF support!
It's been in for a while now.

Also, since we need to apply a texture to the polys beforehand anyway to align them correctly, could we perhaps have a specially recognised texture name like "Insignia" or whatever that if encountered in the library_images section, would not be added to the PMFs texture list?
Sure.

Edit: Try now. It looks for insigLODXX-YY, starting with 01 for both. It also will ignore any textures beginning with "insignia", case insensitive. Finally, it might deal with matrices properly too.
« Last Edit: September 11, 2008, 09:09:33 am by Spicious »

 

Offline DaBrain

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Re: Cash prize for Collada - POF support!
Are you exporting from Max?

edit: if so, check the dae file for "-node" entries.  Delete those (or simply replace [-node"] with ["])

Looks like that worked. At least it's loading something now. It just takes a while. 50k polies...



@Spicious

What is the maximum number of faces or verticies for a model, PCS2 can handle when importing DAE files?




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"
« Last Edit: September 14, 2008, 09:41:21 am by DaBrain »
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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
(hosted by Game-Warden)
----------------------------------

 

Offline Spicious

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Re: Cash prize for Collada - POF support!
It shouldn't have any limits other than those imposed by memory or time. 50k shouldn't take too long.

 

Offline pecenipicek

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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...
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