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Sniper997
Murdock
Registered: Aug 2000
Location: South of Canada, North of Mexico.
Posts: 146 |
Cob to FS2
Is there anyone here who can create a more powerful version? I wanted to make the Phoenix, Pyro, and Magnum work with FS2, and it says too many Vertices/Poly Count something orothers... Hep!
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Strategic Operations Command
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GTD Akagi
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09-19-2000 10:16 PM |
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Pez
Face
Registered: Jul 2000
Location: Stockholm, Schweden
Posts: 76 |
Well, if the program says that you have to many polygons, then it's probably nothing wrong with the program. It's that your ship have to many polygons.
The program and probably Freespace 2 can't handle the polygon count (maybe FS2 could but it would be helluva slow). So it's not a new program you need, it's a new model (you can always re-model the ship). 
For fighters/bomber the polygon count should be something around 250-450. For capitalship 1250-2000. Check what Volitions ships have for polygon count in Modelview.
I'm not a model expert, but I hope I helped you.
Pez
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09-19-2000 11:04 PM |
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Sniper997
Murdock
Registered: Aug 2000
Location: South of Canada, North of Mexico.
Posts: 146 |
It's not that.. I downloaded the three descent(I think) MODs, the Pyro, Phoenix, and Magnum from this guy's site off of descent-networ, and they looked hellacool, I wanted to use them is fs2, but thet are very intracately designed...
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Strategic Operations Command
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09-20-2000 11:44 PM |
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Razzle
Murdock
Registered: Jul 2000
Location: Good question
Posts: 183 |
Ummm....ask Dark. He = Smart
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Razzle
Worker Ant
Volition Watch
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09-24-2000 03:58 AM |
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Dark
Murdock
Registered: Jul 2000
Location: UK
Posts: 122 |
Thanks Razzle, but you don't have to be particularly smart to realise why this isn't working.
As you said these ships are 'intricately' built, this means they are intended for Renders and not for in-game use.
If you seriously do want these ships placed in FS, then you must either find/extract the the game's basic models and textures (which will have been designed specifically for real-time gameplay), or you will have to make the model again with the detailed version as a guide. Trying to degrade the model you have so that it will be closer to the poly-count of a normal fighter is not recomended.
You know I have to say I am amazed at the number of people who decided to try and stuff any super-high quality model they can find into Cob2FS and expect to get perfect conversion results.
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09-24-2000 12:43 PM |
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Sniper997
Murdock
Registered: Aug 2000
Location: South of Canada, North of Mexico.
Posts: 146 |
It doesn't have to be perfect, just good.
I don't know if there are any of the game models available (plus I forgot which site it was)...
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09-24-2000 09:14 PM |
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Darkmage
I'm New! Laugh At Me!
Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27 |
I've got all the ships in truespace with textures. I'll give em to you if you'll texture the models.
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09-26-2000 05:36 AM |
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Slanker
Mr. T
Registered: Jul 2000
Location: Somewhere in Germany ;)
Posts: 1625 |
Welcome to the VWBB !
Yay, whoever asked that (I already forgot), take the models and convert.
I´d like to see ´em.
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09-27-2000 12:08 PM |
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Sniper997
Murdock
Registered: Aug 2000
Location: South of Canada, North of Mexico.
Posts: 146 |
I'll try. Keyword: try...
I'm not too good texturing, I'm more of a gun/missile/subsystem guy...
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Strategic Operations Command
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09-28-2000 12:11 AM |
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Darkmage
I'm New! Laugh At Me!
Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27 |
Could you give me your e-mail address so I can send you the files?
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09-28-2000 12:21 AM |
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Sniper997
Murdock
Registered: Aug 2000
Location: South of Canada, North of Mexico.
Posts: 146 |
Tbone9861@aol.com
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Strategic Operations Command
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09-28-2000 12:22 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Man-o! The putting those renders in FS2...that'd be an entire missions poly limits times 10 
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- IceFire
Volition Watch
http://www.volitionwatch.com
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09-29-2000 12:28 AM |
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