So, I'm essentially scrapping my world and starting over. The world was originally an economy-type world, but as I got the hang of landscaping and vehicle control settings, I got more and more into doing more of that. And then once I started getting the hang of customizing weapons, I got more and more into redesigning the world to make it combat-friendly. So I have decided to redo my world as a Star Wars-themed combat world. I'm working on a heightmap that combines elements of the battle on Geonosis from Attack of the Clones in one part of the map, the battle of Hoth on another part, and the battle on Naboo on another. And I managed to set up proton-torpedo-like weapons, as well as the rapid-fire laser weapons on the fighters. So the most important part for making a star wars-themed combat world is the vehicles. So, lucky me, I found an online repository of some beautiful models. Some of them even have texture maps, so I don't have to create a map and then take those stupid 20-file texture setups and put them on the map. The problem, though, is that the model converter can't load most of them. My multiple 3d conversion programs have no trouble loading and converting them, but it doesn't matter if the models are .x or .3ds, when I try to open the majority of the models, I get that "Model Converter 1.9.exe has encountered a problem and needs to close. We are sorry for the inconvenience" message. As far as I can tell through the other programs I have there isn't anything horribly wrong with the models, since everything else can open them, just not the model converter. I tried reinstalling the model converter, with no luck. It's not all of the models, either. There is one N-1 Naboo Starfighter model I got to work, as well as a Sith Infiltrator, the Naboo Royal Starship, and the Executor Star Destroyer. But that's it. No low-altitude Republic Gunships, no normal Star Destroyers, no Trade Federation fighter droids. You can see the problem. I could try and model them all myself, but they probably would not turn out as these beautiful models (scifi3d.com, btw, under the star wars section), and plus take ages to model, and I don't have that time. Anyone have any ideas as to what's going on? I.e., fooli or mit or someone who might actually know?
EDIT: I can't decide if this would be better placed in the bug reports section...
Model Converter Problems
-
- Posts: 107
- Joined: Sat Dec 02, 2006 10:47 pm
- Location: The Northern State of the Continental US
-
- Posts: 107
- Joined: Sat Dec 02, 2006 10:47 pm
- Location: The Northern State of the Continental US
That doesn't make any sense though. The highest-poly model I've got here is I think 40,000 polys, which while it works fine with 1 vehicle on the world (me) will of course need to be simplified down to a lower-poly version later. Anyways, that 40,000-poly version is far less than some other models I've opened in the converter, such as trees where some idiot modeled every single leaf on an oak with thousands of leaves (boy did that slow down the mc), and I think also an early draft of a seal-like submarine I modeled once (I think that draft had some 120,000 polys). I'll take a look though, and possibly reduce the poly count if I have to.
We've all had that experience with loading high poly models with the converter...
If the converter accepts it you still have to do a "blow up/explode" test if its a model such as a vehicle that might explode by weapons or '.explodeme' command which blows you up.
You HAVE TO do this test.. Why? Because high poly models when they explode in game they get broken into pieces and if the game cant handle it, it crashes and every other players clients what was on the same planet as that model will crash.
So yeah... that would be bad.
Do those tests before making those models part of the planet... just remember... high volumes of high poly models such as vehicles that would be used by many, many players in one area could really cause bad fps even to the point of 1-0fps
Think Mishka, Vinnashal, and I were the first to do those "blow up/explode" tests with high poly models.
If the converter accepts it you still have to do a "blow up/explode" test if its a model such as a vehicle that might explode by weapons or '.explodeme' command which blows you up.
You HAVE TO do this test.. Why? Because high poly models when they explode in game they get broken into pieces and if the game cant handle it, it crashes and every other players clients what was on the same planet as that model will crash.
So yeah... that would be bad.
Do those tests before making those models part of the planet... just remember... high volumes of high poly models such as vehicles that would be used by many, many players in one area could really cause bad fps even to the point of 1-0fps
Think Mishka, Vinnashal, and I were the first to do those "blow up/explode" tests with high poly models.
i'm kinda surprised you could get one 40k poly model to work in the game.
i imagine some odd stuff would happen if you tried putting 2 or 3 on the world at the same time though. odd stuff happens when the client tries to display more then 60k polies at once. invisibility, low fps, etc.
the oak tree might have been done via a script or automated program, such as Speed Tree.
i imagine some odd stuff would happen if you tried putting 2 or 3 on the world at the same time though. odd stuff happens when the client tries to display more then 60k polies at once. invisibility, low fps, etc.
the oak tree might have been done via a script or automated program, such as Speed Tree.