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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

I had been curious as to why none of those Lightwave models were being converted when there were sites out there that had all the models the MOD staff is working on completed. But then I took a look at those screenshots and realized that on the round sections on those ships (like the Omega's rotating section) there weren't any polygons at all because they were completely smooth! I figured that if one of those were to be put into FS2 the framerate would be somewhere in the negatives...

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Old Post 04-05-2001 08:47 PM
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LAMBO
Murdock

Registered: Mar 2001
Location:
Posts: 194

to post images just post the url of the image with [img] in front of the url, and [/img] behind the url.

[This message has been edited by LAMBO (edited 04-05-2001).]

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Old Post 04-05-2001 11:10 PM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

There's no point in trying to decrease polygons of highres model to be shown inside the game, you'll never make it good enough.

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Old Post 04-06-2001 07:02 AM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

I've benn tweaking the spusa sentri model (but I have 2 others) and managed to reduce polys down to 1300 and it looks great!!! all I need now is to scale it correctly convert the textures to PCX format place weapons ports,write table entry and Of I goooooo! yeah I know 1300 polys is still too much, but what the heck with my T-bird 1200 I can give that luxury and I doubt that the final sentri will look nearly as good as the one I got. The frazi is goin to take a little further since I still got to see if I can reduce the polys further (4000) but I have one that has 400 but does not look as good as the spusa model.
I have quite a few capships in game but they desperatly need turrets, hope to find out how to do that soon. Note that all my ships lack LODS's on them, almost all have only one LOD and I use them untill the MOD comes out. Ill try to post some pics as soon I have my T-bird fully operational.
Ah one more thing... this is to slasher, if you dont take those polys SERIOUSLY douwn you'll never be able to even use cob2fs2.exe to convert it to pof if you have a 3d editor compatible with the various mesh formats youll notice that some of those almost smooth(many polys) areas are in fact seperate subobjets, you can remove them if that doesnt make the inner parts shown. all those small subobjects can be removed and save quite a few polys thats how I simplefied the sentry.

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Old Post 04-06-2001 04:39 PM
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Jabu
Hannibal

Registered: Nov 2000
Location: Finland
Posts: 553

How many subobjects? And how many polys does the biggest subobject have?

Anything over about 800 or 900 probably won't work well in FS2. Otherwise, keep going

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Old Post 04-06-2001 11:13 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Unfortunatly the sentri spusa model doesnt like SEGELTUCH tool, it loads but refuses to save the POF file after I have made the necessary adjustments. Looks like I have to use one of my lower polys sentri models I have. This morning I had it half textured, also I'm sertain that this one works because I have used it in the game already.
I also put the g´quan, the frazi and vorchan in the same mission.
As soon I finish the sentri I'll go to the vorchan and make it fire its gun.

unfortunatly my new T-bird 1200 died sudenly yesterday with a big bang, the power source blew up also damaging the processor due to the current peak probably. so I wont be able to play FS2 at full detail for a few more days I have to survive a little longer with my celery 400 untill my vendor gets me a new T-bird.

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Old Post 04-07-2001 07:14 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Hey wow I found drakh models with just 2000 polys for the fighter and criser!

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Old Post 04-08-2001 07:25 PM
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Kurare
Murdock

Registered: Feb 2001
Location: Finland, beyond the Rim
Posts: 164

A cruiser, U mean ? And are they usable? (I'm asking for them who handle that stuff).

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Old Post 04-08-2001 07:36 PM
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016

2K polys for a fighter... OUCH

------------------
FreeSpace 2: The Babylon Project Effects Nerd and programmer

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Old Post 04-09-2001 12:39 AM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

Arf 2000, get it to 400 then we MAY be interested

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Old Post 04-09-2001 10:42 AM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

2106 for the fighter and 4000 for the cruiser (oops my mistake) but remenber the drakh fighters are huge, about 100m long so its not that HIGH poly count... but hell I dont understand this... : i got good meshes (not just the drakh) but when I try to convert, the subobject list is Recuded to 2 or 3 items instead of the 15 or more subobjects when I view them in 3d exploration with LWO format!!
how can I maintail ALL the subobjects listed in hirarky when I convert LWO format to COB format? can anyone help me into this?
I have quite a few meshes now ranging from 400 to 86000 polys ( I know Iknow above 10000 is nonsence) but I have only managed to convert a few like The narn frazi sentri and the vorchan.

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Old Post 04-09-2001 07:43 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

due to the problems above mentioned the drakh models are being loaded to FS2 but have such strange issues the are practicaly unusable... untill i find a way to go arround the problem. I know the drakh models are usable 2100 and 4000polys are not beyond FS2 cababilitis some of the 'native' capships have higher poly counts!

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Old Post 04-09-2001 07:49 PM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

Damn! sorry you must gotten confused with my earlier post describing the troubles Im having with model convertion I made another mistake! now for more precision:
within 3d exploration I got the model In LWO format, before I convert it to COB I uncchecked the subobjects that does not interest me (reduce polys),after that, I save it to COB using[OBJECTS TO SAVE:Visible objets only] and made sure all of them had respective materials with texies.
Ok now In the subojects hirarky window I see all subojects minus the ones I unchecked.
Then I use COB2FS2.exe to bring it to POF format.
Now I use segeltuch to load the model.
I loads but the subobjects list is limited To ONE subobject and if I try to save it again to POF format an error message apears saing:
"access violation at adress 004C4AAB in module segeltuch.exe write of adress 01368000"
Then I thought: 'it must be a limitation or even a bug'
Then I tryed to even edit the model trough this tool and go and try to load it on FS2 even without subsystems, the game displays an erratic image of lines(the mesh) and a psichadelic mix of colours (textures)FRED2 even refuses to load it and shows a blank screen.
what gives? where did I got it wrong? (sorry if the answer to that is obvious I'm still learning )
geez thats a long list of consecutive posts LOL!

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Old Post 04-09-2001 08:37 PM
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040

Now that is crazy...
haderak did ever tried to use the model from Buda5..r low poly u could make it..
BTW our Sentiri has under 400 polygons

and Santieri had maked very good drakh model ..low poly..only needt o be converted ) cruise 100 fighter460

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Old Post 04-09-2001 09:47 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

Is it at all possible to use the textures/artwork off of Lightwave models for your purposes or are they too big/highres/hardware intensive?

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Old Post 04-09-2001 11:55 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

well, we can use anything ... after treatment.

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Old Post 04-10-2001 10:25 AM
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

buda5 hein? I'll give it a try thanks tomcat
Even if it is crazy I'll do it anyway, it is educational besides I'm not playing with the whole deck anyway!
Last night I fell asleep thinking about the problem I'm having, and came up with the theory that I have to remove some of the faces atributes like shining and colour that are aplyed to give its textures more efects than their selves are capable of displaying. Perhaps FS2 doenst have any code to read these extra properties and refuses to process them thus the strange issues I got (hopefuly).

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Old Post 04-10-2001 06:51 PM
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