Author Topic: PCS 1.3.6 build 73 - Gun/Missile point normals enabled  (Read 2421 times)

0 Members and 1 Guest are viewing this topic.

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Re: PCS 1.3.6 build 73 - Gun/Missile point normals
yays!
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Breaking news: Kazan flogs dead horse. Masses happy.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: PCS 1.3.6 build 73 - Gun/Missile point normals
Breaking news: Kazan flogs dead horse. Masses happy.
The horse was a bit peeved, though.

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
heh
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
It's not dead, just sleeping.



The maggots are all fake.



No, the leg is not being kept clean to feed PCS2...
-C

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: PCS 1.3.6 build 73 - Gun/Missile point normals
It's pining for the fjords.

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
If you can see the Fnords, they won't eat you.
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Kazan did you do any changes to the cob->pof importer? 1.3.42 release 71  (4-3-2004) build successfully converts a cob file while the newer ones have stack errors. If nothing else I just convert with the old one, save as a temp.pof file and import glow/etc settings with the new one.

Edit: Nevermind, on the old version it would just lockup.

Btw what causes a this scenario?
Turret subgroup is saved as in a cob file and successfully converts.
I have a base model that successful converts, but when i add the turret subgroup it gives a stack error.
« Last Edit: April 19, 2006, 01:04:13 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
geometery error - coincidental polygons

PCS2.x will just truncate a branch of the BSP tree [drop polygons] when this happens
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Thats good to hear 2 will prevent that problem.  It's too bad that the actually polygon numbers most likely get mixed up during conversion from max->cob->pof, it would be nice to know which ones were giving the problems and correct the problem rather than simply ignore it (course if it's a sliver poly that gets dropped, who cares LOL)

Outside of simply dropping the turret for now, is there any ad-hack workaround? And does the newer version of falseSpace still suffer from float point rounding?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"