Author Topic: Cash prize for Collada - POF support!  (Read 141273 times)

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Offline DaBrain

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Re: Cash prize for Collada - POF support!
I think I got it to work again, after some re-installing.

Anyway, it scaling down my UVs. I'm trying to use tile textures, so I'm using a lot more then the center tile, but PCS2 ends up scaling it back down into it.


Edit: Oh, and it inverts the bounding box. The detail0,1,2 models are all at 0,0,0 and the pivots are centered. So there isn't much more I could do myself to avoid getting an inverted bounding box.
« Last Edit: January 11, 2009, 05:43:00 pm by DaBrain »
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Offline Wanderer

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Re: Cash prize for Collada - POF support!
Try following... Open the model with inverted bounding box, select 'Purge BSP Info' (or some such option) and then save the model again.
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Offline Spicious

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Re: Cash prize for Collada - POF support!
Have you got any of the invert axes options on? I don't think there's any reason why bounding boxes should be getting inverted.

No idea about the UVs. What happens if you export and reimport?

 

Offline pecenipicek

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Re: Cash prize for Collada - POF support!
the problem with uv's is in the export scheme itself. C4D has a bit different interpreter obviously. i'll post the thoth dae straight from PCS and the one that i managed to import to C4D then export it out so you can see for yourself
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Offline DaBrain

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Re: Cash prize for Collada - POF support!
Try following... Open the model with inverted bounding box, select 'Purge BSP Info' (or some such option) and then save the model again.

I tried that, I still get negative bouding box values.


Have you got any of the invert axes options on? I don't think there's any reason why bounding boxes should be getting inverted.

No idea about the UVs. What happens if you export and reimport?

When I export them from 3ds and reimport them, they're exactly like before.
I also tried loading it into MeshLab, save a DAE from there and reimport it in 3ds again.
Even though it's for some strange reason semi-transparent, flipped 90° and the smoothing is gone, the UV mapping is still as it was before.

I'll load the DAE up and send you the link via PM.
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Offline Goober5000

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Re: Cash prize for Collada - POF support!
I think the bounding box bug has been fixed, but PCS2 may also have a display error.  Try it in ModelView.  Or, if you don't have the hi-poly ModelView build, load it in a debug build of FSO and see if it complains about inverted bounding boxes.

 

Offline esarai

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Re: Cash prize for Collada - POF support!
I was wondering if anyone could tell me why the DAE-importing version of pcs isn't reading my turret subobjects?

The hierarchy is something on the lines of

detail0
   turret01
      turret01-fp01
   turret02
      turret02-fp01
   and etc...

note that turret01-fp01 and similar objects are all lamps, intended to be substituted as points as is done in TrueSpace.

The turrets do not appear in the imported pmf, and it is becoming really aggravating. This hierarchy is probably extremely bonked as it's meant for cob->pof conversion. Checking on the wiki you are using a new hierarchy. I think it might be a faulty hierarchy setup, but doing even simpler ships has yielded the exact same results. If it is a turret naming/hierarchy issue, could someone please tell me what to do to make this work. If it is a much more serious issue, any help is greatly appreciated.

Thanks

P.S. If this is the wrong place to ask, please let me know and I'll start something in the support forum.
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Offline Vasudan Admiral

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Re: Cash prize for Collada - POF support!
Turret firing points should be empties (not lamps) and should be set up as children of another empty with a name starting with 'firepoints'. That empty should then be set up as a child of the turret base object.

So it'd be:

detail0 (Object)
   turret01 (Object)
      firepoints01 (Empty)
          imafirepoint (Empty, name doesn't matter)
   turret02 (Object)
      firepoints02 (Empty)
          imanotherfirepoint (Empty, name doesn't matter)
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Offline DaBrain

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Re: Cash prize for Collada - POF support!
I think the bounding box bug has been fixed, but PCS2 may also have a display error.  Try it in ModelView.  Or, if you don't have the hi-poly ModelView build, load it in a debug build of FSO and see if it complains about inverted bounding boxes.

Hmm, the Lab still doesn't work with debug builds in SoL. No idea why.
Anyway, Modelview doesn't complain and gives me a positve bounding box.
So I guess that's fine.



The issue of loading tilemapped  models into PCS2 via DAE is still a big problem. I really need to convert two models, but the only way I can keep my mapping is by going the COB way or use the MAX exporter (and I don't have MAX8 atm...).
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Offline Spicious

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Re: Cash prize for Collada - POF support!
I have no idea why this would happen just with tile maps. Has anyone else tried using it with tiled maps? Alternatively, can someone create a simple sample model using tiled mapping with this problem?

 

Offline blowfish

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Re: Cash prize for Collada - POF support!
I've converted plenty of models that use tiled texturing via DAE, and I've had no problems...

 
Re: Cash prize for Collada - POF support!
Tile mapping should work, it's just a way of applying textures the actual cords should be the same as with UV mapping. I would hope so.
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Offline DaBrain

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Re: Cash prize for Collada - POF support!
I got it converted properly now.
I simply exported it as OBJ and reimported it into 3ds. Then it worked fine in PCS2

My guess is that it might be related to the second UV channel in the model.
I was using a viewport shader to get a preview of the model with normal, specular maps and AO maps.


Just a guess. Since neither PCS2 nor FSO can use the second mapping channel, they should probably ignore it until they can.
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Offline Kazan

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Re: Cash prize for Collada - POF support!
spicious when are you going to get me a patch of your codebase updated against current trunk so i can integrate it into the core codebase?
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Offline chief1983

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Re: Cash prize for Collada - POF support!
Is the CVS stuff working again?  the last builds he made were of recent trunk checkouts and some of the pof exporting stuff was crashing again, where it worked fine in 2.0.3.
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Offline Kazan

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Re: Cash prize for Collada - POF support!
current trunk is unstable... builds should be done against 2.0-fixes branch

i still need that patch so i can merge it into trunk going forward
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Offline chief1983

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Re: Cash prize for Collada - POF support!
Ah...that would explain quite a bit then.  Hear that Spicious?  I hope he's around, I haven't seen much from him these days.  Maybe PM/email/IM.
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redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Cash prize for Collada - POF support!
I've run into an interesting problem.  When I import a large model into pcs2, I'm losing the entire uvmap (it's resetting itself to uvtiled planar with a large repeating value).  The dae file seems to be ok, when I reimport it back to max, the mapping still exists correctly.

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Offline chief1983

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Re: Cash prize for Collada - POF support!
Does the exported model look wrong in game, or have you not tried yet?
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Cash prize for Collada - POF support!
Ingame looks pretty much like this. I've torn it down to one subobject and it still produces this.
I tried using the old boolean intersection trick that used to work with Cob formats, but didn't help here.

Second test: I added a simple box to the scene, gave it a simple texture.  Attached it to the hull, so both are one piece.  Converted it and even it lost it's uvmap.
« Last Edit: March 10, 2009, 01:54:57 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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