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mesh floating parts request

Started by Johnny Patches, January 31, 2009, 11:44:19 PM

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Johnny Patches

does anyone have a skope or mesh with floating parts  :unsure:
i can use for my next tips and tricks?  :)
funny i dont have any  :banghead:
i promis i won't say who i got it from  :lol:
it will be are secret  :ph34r:
pm me

Vertex

Feel free to fix my vxGreen Arrow  I hear it's hat floats in FFVTR.
A wise man knows, he knows nothing
I must be the wisest man on Earth,
cause I don't know squat

Johnny Patches

#2
so if i was to convert it, it floats?
*mumbles dog gone vx meshes*  :P
j/k  ;)

Vertex

Quote from: Johnny Patches on February 01, 2009, 12:00:25 AM
so if i was to convert it, it floats?
*mumbles dog gone vx meshes*  :P
j/k  ;)

:P I do believe quite a few people's meshes float when converted...
A wise man knows, he knows nothing
I must be the wisest man on Earth,
cause I don't know squat

Johnny Patches


tommyboy

Any FF mesh part that is linked to a bip rather than physiqued will "float" in ffv3r, I think.
So most of my newer, post _tv meshes wont have that problem. Ones I made prior to _tv, ie _t meshes probably will.

Johnny Patches

as for the vx green arrow mesh id like to know why anyone would convert it..
it works fine in :ffvstr: with out converting..after i did convert it floats

Vertex

Quote from: Johnny Patches on February 01, 2009, 12:16:29 AM
as for the vx green arrow mesh id like to know why anyone would convert it..
it works fine in :ffvstr: with out converting..after i did convert it floats


Okay well that explains why it doesn't do it to me.. but people keep telling me it does it.... also blows away Tommy's statement that bip linked items all float.. since most my extras are link based.
A wise man knows, he knows nothing
I must be the wisest man on Earth,
cause I don't know squat

Vertex

What I can assume from all this.. is that since usually my meshes don't need "conversion" most of mine are safe. If a mesh does need conversion... something gets screwed up.
A wise man knows, he knows nothing
I must be the wisest man on Earth,
cause I don't know squat

tommyboy

Quote from: Vertex on February 01, 2009, 12:30:41 AM
Quote from: Johnny Patches on February 01, 2009, 12:16:29 AM
as for the vx green arrow mesh id like to know why anyone would convert it..
it works fine in :ffvstr: with out converting..after i did convert it floats


Okay well that explains why it doesn't do it to me.. but people keep telling me it does it.... also blows away Tommy's statement that bip linked items all float.. since most my extras are link based.

Yes, could be in the conversion process that linked parts get "floaty".
I know for definite that the reason I began physiquing parts rather than linking them was because of this problem, and I know that it definitely is the case.
The problem being that if you have 100 or 500 meshes you will tend to bulk convert them all rather than have the chore of sifting through one at a time to see which need nifconverting and which don't.
I think gren's Cap America mesh had the floaty parts problem, can't remember if it happened only after nifconversion though.
Task_mistress (aka Black Cat) by Ink/Grenadier definitely has the problem.
I also assume that you are both aware that the problem occurs in-game, not in Ctool2, and that you need full shadows on for characters and objects. Have the character run, peferably not in slo-mo to see the problem.

Johnny Patches

#10
befor i even try to convert a mesh i first try it in  :ffvstr: i found out tomyboys & alot of other meshes out their does not need to be converted either ,
no im not maken a list of what dont need to be converted  :P
damn i been ninja by tom :lol:

tommyboy

Sorry, I've spent much of the last few years dropping any meshes that had this problem from use, so I don't have many that are actually installed that have the problem.
Add to that that I'll often have my own mesh version of a character rather than someone elses mesh, and it makes it very hard for me to name you examples of something I stopped seeing much of personally about three years ago.
And I could go to all the trouble of finding them again and posting them, only to lose the info yet again in the next forum wipe. Can't be bothered, frankly.

Johnny Patches

#12
Quotealso assume that you are both aware that the problem occurs in-game, not in Ctool2

yes  i learned from the pass..
and like tom said bulk converting has that problem i did bulk once never again.

Vertex

i use the single converter.. bobby don't trust bulk.. NEVER did  :thumbdown:
A wise man knows, he knows nothing
I must be the wisest man on Earth,
cause I don't know squat

crimsonquill

Quote from: Vertex on February 01, 2009, 02:21:53 AM
i use the single converter.. bobby don't trust bulk.. NEVER did  :thumbdown:

Yeah, same here... I always ended up with problems when I bulk convert anything (skins, keyframes, meshes) so I just do one at a time.. sure it takes awhile but it leaves far less headaches.

- CQ
"He said let there be light... CLICK! It was a lightbulb. And It was good."

Johnny Patches

#15
Quotejp... the black canary skope you did for me floats. but maybe that's after i converted her (since i have no interest in FF1 stuff).
how long has it been and you bring it up now?  :P
thats one of the skope im gonna release

Quotejust to have the lighting fix
for a mesh that dont need to be converted you can fix that in skope
even  :ff: i changed the lighting in alot of objects and meshes and it works pretty darn good..
but what do i know im just a hack of a skoper  ;)
and yes lighting can be changed in a mesh

scram you guys are fulling my room all i wanted was a simple request  :mellow:
complaint department
Spoiler

USAgent

Quote from: ips on February 01, 2009, 03:19:32 AM
keep in mind a lot of peole probably convert their meshes for the same reason i do... just to have the lighting fix. there is no seperate lighting fix app so the eznifconverter does the lighting for you but also converts when you may not need to go all that way. if only there was an option to specify how much you wanted to get done to the mesh...

That is pretty much why I convert every mesh before even looking at in game, but if the mesh doesn't actually need converting and only needs the lighting fix, the NPI converter has that option. You just need to put any mesh that needs the fix in the NPI converter folder (that has all the other files that comes with it) and then run the "stumpy" application.  It will only fix the lighting and not convert the mesh. 
There is another way Stumpy told me about which you need to put the meshes that need fixed in a generic folder and run a couple command lines in game from the game console.

(sorry to be off topic JP)

Johnny Patches


JKCarrier

Quote from: ips on February 01, 2009, 03:19:32 AM
there is no seperate lighting fix app

The "Conversion Pack" from NewPowerInc has instructions for doing the lighting fix separately:
http://newpowerinc.com/NPI_Conversion_Pack.zip

Xenolith

The lighting conversion slipped by me.  Thanks guys.  Yeah, that was about the only reason I converted meshes.

Johnny Patches

#20
Quote from: JKCarrier on February 01, 2009, 03:31:08 PM
Quote from: ips on February 01, 2009, 03:19:32 AM
there is no seperate lighting fix app

The "Conversion Pack" from NewPowerInc has instructions for doing the lighting fix separately:
http://newpowerinc.com/NPI_Conversion_Pack.zip
wow i never knew about that.. funny tho.. good 2 programs that do it with out converting
skope also does it by going into the items NiMaterialProperty change the numbers to 0,000
and it is so bright,also you can change Ambient, Omni,add more lightings,and all of this can be done in just a few seconds really. i may add alot of older mesh dont have Ambient & Omni

NomadX

Any update on whether it's possible to fix the floating parts issue? Sucks not being able to use full shadows >.>

billdamn22

Any chance of an answer to this question? I gots me a floater.