View Full Version : 3ds flowers
Lalla
04-04-2008, 04:13 AM
I've tried to import on rct3 some flowers, but they freeze game.
These are ovl and scn screenshots:
http://img177.imageshack.us/img177/207/ovlgy5.jpg (http://imageshack.us)
http://img171.imageshack.us/img171/7442/scngj8.jpg (http://imageshack.us)
Models are in 3ds format. I use blender to convert in ase format. texture are in bmp format, textures are uv mapped with 3ds format.
Objects seem imported correctly on game, but when I select them, game freezes and closes.
Thank you for help.
RCT3robin
04-04-2008, 04:16 AM
Extra parameters should be not waterable ( what is that acctually ?)
But flowers.
And Thats to many poly's :O!
KingVeveraine
04-04-2008, 05:02 AM
Sorry, but that many faces is generally unsuitable for anything in RCT3, especially something as common as flowers.
With flowers, it's best to use an alpha texture and to keep the polys down to a minimum. In general, an object in RCT3 should have no more than 500 polys and a flowers should be in the range of 10-30.
Also, take off waterable, it probably requires some unknowns or flags to be used.
coinich
04-04-2008, 06:38 AM
:eek: 40k faces!?! No wonder its crashing; I doubt your comp can handle a model like that just once! If you use a texture with invisible portions, you can get away with a flower of 3 faces, simplestly modeled.
GermanTaco
04-04-2008, 07:50 AM
^^
Yes that is definately what is crashing your comp. Take a screenshot of it in 3ds, then open it in Gimp to make an alpha texture of them. Then you would only need 2-4 polys ;)
Belgabor
04-04-2008, 08:09 AM
Extra parameters should be not waterable ( what is that acctually ?)
What it is? The correct parameter for flowers!
RCT3robin
04-04-2008, 08:14 AM
now you say it
I didnt knew i tought there where an option saying flowers/Flower in the extra parameters but i guess not , My fault :o:up:
Then it must be the poly's
{Freak}Rct3
04-04-2008, 09:32 AM
^it depends... if his computer is just as normal as anyone's computer it's the poly count... but if his computer is a whole lot better than that XD than it could handle it and it should be something else... i made a 45K faces model and imported it and well... it lagged pretty much real BAD:p but i still can handle it
Lalla
04-04-2008, 10:41 AM
^it depends... if his computer is just as normal as anyone's computer it's the poly count... but if his computer is a whole lot better than that XD than it could handle it and it should be something else... i made a 45K faces model and imported it and well... it lagged pretty much real BAD:p but i still can handle it
My pc is a intel core 2 e6600, with 4 gb ram ddr3, nvidia geforce 8800 320 mb, asus pk5 as motherboard, I don't know why game freezes...
Lalla
04-04-2008, 10:43 AM
Is there an utility that low polygons?
stu-2693
04-04-2008, 11:19 AM
how about you make it from scratch and keep the polygons low, the only reason polygons are usually that high are that either it is a downloaded model or you have not learned how to lower polygons. judging by the model being in 3ds format, and most downloadable models being in 3ds format, and not many programs exporting to 3ds (and why 3ds when you can get a ASE exporters) it looks like it is not your model anyway, sorry if I'm wrong but it looks that way..
The_Cook
04-04-2008, 11:26 AM
Whilst the polygons are way too high, it could also be scaling of the model. If you've just done a raw conversion from 3ds to ase without scaling the model to the correct proportions then you could have hit the shadows bug which occurs with large objects.
If you are performing a conversion from 3ds to ase then I assume that you didn't create the model in the first place? If you didn't create the model then you need to check that you have the relevant permissions to convert and redistribute it.
Lalla
04-04-2008, 12:29 PM
I don't understand all have you write, I want to know only if exists an utility, program, that help me to reduct polygons.
stu-2693
04-04-2008, 12:32 PM
no there isnt, it is up to the person who makes the model in the first place to ensure they are low to begin with.
Belgabor
04-04-2008, 03:23 PM
There are such utilities but the result usually sucks, especially if you need to reduce polygons drastically as in this case.
stu-2693
04-04-2008, 03:27 PM
yea, and the chances are if those are found by todays new CS makers it will create an even easier way to create CS and even crappier results, the reason why CS is "hard" is that it is supposed to take a lot of time and effort to look good *moan over again*
Lalla
04-06-2008, 05:14 AM
I've low down polygons count with meshlab, but game still freezes. I've also implemented a mesh with over 32000 polygons and game loading normally...I think the problem is not for the polygons count but another. Is someone available to test my files to help me understanding what happens?
coinich
04-06-2008, 07:40 AM
Its really the model here, despite your PC's specs, I'm pretty sure. Make a NEW model with 3 faces. One for the top, and one or two for the stem. Done, easy, and easy to import.
Lalla
04-06-2008, 11:07 AM
A question. I've implemented two benches, but people seem don't see them, they don't sit down, maybe I must set some flags or unknowns? I've choose only bench as scenery type and path edge (inner) as placement flags. Thank you!
stu-2693
04-06-2008, 11:25 AM
you need effect points for it to work, not just the SID setting
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