Polygon Soup!!!!

Discussion in 'Mod Discussions' started by maxpowerz, December 3, 2013.

  1. maxpowerz

    maxpowerz Post Master General

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    HELP!! PLEASE!!!... PRETTY PRETTY SUPER PLEASE :) Yay i got it working properly....

    Ok i have tried a lot of different options to convert a model to the papa format...
    Every conversion ends up turning my model's into .. POLYGON SOUP!!!!!.

    What am i missing or doing wrong?????
    I'm exporting the model using 3Ds Max to make an ".fbx" then converting the .fbx to .papa using paptran.exe.
    I have converted the model from quad to tris
    And i have made sure all the normals are facing outwards.

    Here's the model of the house im trying to import into the game..
    House.jpg

    And here's what papatrans does to the model when i load it up in PA "POLYGON SOUP!"
    (I replaced tree_jungle_6.papa as a test)
    Houses replacing tree's...jpg
    Last edited: March 21, 2014
    FXelix likes this.
  2. Dementiurge

    Dementiurge Post Master General

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    That polygon soup looks neat. Can I has?
    stormingkiwi likes this.
  3. maxpowerz

    maxpowerz Post Master General

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    Do you want the house??
    If yes what format? or what do you want to edit it in??
  4. tatsujb

    tatsujb Post Master General

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    probably the replacing a tree bit, does the harm.

    trees are placed all around the planet very close to each other and are very small. maybe the expected size and clipping not matching the result causes the bug.
  5. FXelix

    FXelix Active Member

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    Hey yes, this could be a kind of a tree reducer, this is really helpful, like zaphodx wants. where is he when we need him ?;)
    maxpowerz likes this.
  6. Raevn

    Raevn Moderator Alumni

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    3D models do not impact the simulation at all - the size of the hitbox and any other simulation information is based off the tree blueprints. You could have a planet sized model for a tree and it would still work ;)
    The issue here is somewhere in the export/conversion. I'll take a look when I get home after work, but in the meantime you can try transferring the model to blender then exporting directly to .papa from there using the plugin.
  7. maxpowerz

    maxpowerz Post Master General

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    I wasn't converting the Quads to tris before exporting ,, the papatrans was making the poly soup during the papa container creation.
  8. maxpowerz

    maxpowerz Post Master General

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    After forcibly converting the model to Tris in the editor then saving as FBX everything went perfectly...
    house.jpg

    Now i just need to stop the model from sinking so far into the ground on some terrains.
    FXelix and nlaush like this.
  9. maxpowerz

    maxpowerz Post Master General

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    For those new to blender .. here is the option to convert quads to tris..
    It's called "Triangulate Faces"

    In "mesh edit mode", click the "Mesh" menu item and go to the "Faces" sub-menu, then over to the "Triangulate faces" option..
    [​IMG]
  10. bgolus

    bgolus Uber Alumni

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    The pivot point of an object is what matters for how it's placed, not its position in the scene. If your model is embedded in the ground you may need to select all vertices and pull them up.
    maxpowerz likes this.
  11. maxpowerz

    maxpowerz Post Master General

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    OMG i f'n love you .. i was going nut's trying to work that out

    I thought it had something to do with the bone placement...
  12. maxpowerz

    maxpowerz Post Master General

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    LOOK LOOK LOOK .. Houses that sit on the ground (not half embedded in the ground)... AWESOME

    houses yay.jpg
  13. maxpowerz

    maxpowerz Post Master General

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    Wait does the Model dictate the shading technique used in game??
    I noticed my houses are smooth shaded..
    I noticed i can change the shading in blender and in MAX but wasn't sure if that info was embedded in the model or not or if PA overrides the shading tech
  14. maxpowerz

    maxpowerz Post Master General

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    Side-note...
    Now you have pointed that out i have noticed a few of the trees i have imported into blender from the jungle biome have the pivot point mid tree, and these trees seem to be the ones "Sunken" into the ground..

    Jungle_tree_06 is one of them...
    (the one i replaced with the house)
  15. Dementiurge

    Dementiurge Post Master General

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    You can mark edges as 'hard' when you don't want smooth shading. There's a modifier that allows you to do this automatically. As far as I know, this is what other programs use smoothing groups to achieve, but Blender uses hard edges.
    maxpowerz likes this.

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