Author Topic: PCS 2 Wishlist thread  (Read 26255 times)

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Offline zookeeper

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Transformations on "helpers" nodes aren't supported.

But it doesn't have any transformations. It's just a helper, placed at 0,0,0 which is where detail-0 and its pivot point is.

EDIT: Erm... I fiddled with it some more and now the bbox appeared correctly when imported. I don't know what's going on. I'll let you know if I encounter the problem again.
« Last Edit: February 03, 2012, 02:26:34 am by zookeeper »

 

Offline headdie

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You CAN shuffle around hierarchy in PCS2.
Just drag and drop the subobjects around.

To get it to import you just need to parent everything to say, detail0...
You can set up all the other hierarchy later, assuming everything is split into separate objects already.

WARNING: Droid803 is not responsible if PCS2 crashes on you or screws up your model. Just saying that I've rearranged hierarchy in PCS2 before, and its entirely doable. Feature already exists.  :rolleyes:

As it is when PCS2 imports a model file any root level objects that dont start with something like detail or lod (i think lod works) is ignored.
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Offline Droid803

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You CAN shuffle around hierarchy in PCS2.
Just drag and drop the subobjects around.

To get it to import you just need to parent everything to say, detail0...
You can set up all the other hierarchy later, assuming everything is split into separate objects already.

WARNING: Droid803 is not responsible if PCS2 crashes on you or screws up your model. Just saying that I've rearranged hierarchy in PCS2 before, and its entirely doable. Feature already exists.  :rolleyes:

As it is when PCS2 imports a model file any root level objects that dont start with something like detail or lod (i think lod works) is ignored.

Just name them all detailX, fix up the header later.
If you absolutely insist on not doing ANY hierarchy AT ALL...

Was that so hard?
(´・ω・`)
=============================================================

 
or maybe the tools i use for modelling just cannot define hierarchies at all?

and yes you will say something like" get real tools, or get blender or, something like that, this is a wishlist, i m just saying what i wish for.

for me blender albeit really powerfull, is way overly complex and way too hard to use. on some of the apps i use, to make a good model in 15 minutes with textures and all, takes half hour, on blender i m still trying to find out how i can select vertex that are hidden from view using box selection and how to select faces instead of vertex D:

 

Offline chief1983

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Maybe it's because you consider a 'good model' something you made in 30 minutes.  Unless you're talking about a cargo container, I'm not sure what kind of quality work you can do in any app in that amount of time.  Unless you're The Flash.  If so can I have your autograph?
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Offline Rga_Noris

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Blender is rather quick. Most of the Sobek was modelled in about 45 minutes.



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Offline headdie

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Im not getting into the which 3D prog is the best etc debate because thats a discussion for another thread but to the rest of the post

or maybe the tools i use for modelling just cannot define hierarchies at all?

presumably you can still name the objects otherwise you cant set the names to detail# which means that PCS2 will ignore all your objects anyway.

what droid is saying is to stick detail in front of everything, import to PCS2 move the turrets and other objects into the correct place in the hierarchy and rename as appropriate
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Im not getting into the which 3D prog is the best etc debate because thats a discussion for another thread but to the rest of the post

or maybe the tools i use for modelling just cannot define hierarchies at all?

presumably you can still name the objects otherwise you cant set the names to detail# which means that PCS2 will ignore all your objects anyway.

what droid is saying is to stick detail in front of everything, import to PCS2 move the turrets and other objects into the correct place in the hierarchy and rename as appropriate

O_O! i love you headie! (IN THE NOT GAY WAY) i though naming on the program i used wouldnt work at all, but it does and i can export straigh to collada from it and it works on PCS2 O_O

THANKS A LOT MAN seriously! O_O

 

Offline zookeeper

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One of my few remaining wishes would be to be able to replace submodels by importing a replacement from another file. For example, if I find that a single submodel happens to be missing a poly, I could fix that more easily if I could just replace that submodel by importing a replacement from another file. Currently there's currently no simple and practical way to do it (I think the submodel load feature is supposed to allow it, but it seems broken), so I have to re-convert the whole thing (which isn't a lot of work, but always leaves a bit of room for error).

Also, it'd be nice if the submodel numbers were re-generated every time the hierarchy changes.

 

Offline Nuke

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Maybe it's because you consider a 'good model' something you made in 30 minutes.  Unless you're talking about a cargo container, I'm not sure what kind of quality work you can do in any app in that amount of time.  Unless you're The Flash.  If so can I have your autograph?

the fastest ship i ever did took 2 days, one day mesh, 1 day texture. im not sure what it was (may have been the original vulture), but these were the pre-htl days so it was only like 400 polies.
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Offline Aardwolf

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Im not getting into the which 3D prog is the best etc debate because thats a discussion for another thread but to the rest of the post

or maybe the tools i use for modelling just cannot define hierarchies at all?

presumably you can still name the objects otherwise you cant set the names to detail# which means that PCS2 will ignore all your objects anyway.

what droid is saying is to stick detail in front of everything, import to PCS2 move the turrets and other objects into the correct place in the hierarchy and rename as appropriate

Well it's still kind of silly, but at least there's a known workaround. But what about being able to import an .obj?

 

Offline Spicious

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One of my few remaining wishes would be to be able to replace submodels by importing a replacement from another file. For example, if I find that a single submodel happens to be missing a poly, I could fix that more easily if I could just replace that submodel by importing a replacement from another file. Currently there's currently no simple and practical way to do it (I think the submodel load feature is supposed to allow it, but it seems broken), so I have to re-convert the whole thing (which isn't a lot of work, but always leaves a bit of room for error).
How is it broken?  (It adds rather than replaces)

Quote
Also, it'd be nice if the submodel numbers were re-generated every time the hierarchy changes.
I'm sure automatically reordering submodels would annoy plenty of people.

But what about being able to import an .obj?
What about it?

 

Offline zookeeper

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One of my few remaining wishes would be to be able to replace submodels by importing a replacement from another file. For example, if I find that a single submodel happens to be missing a poly, I could fix that more easily if I could just replace that submodel by importing a replacement from another file. Currently there's currently no simple and practical way to do it (I think the submodel load feature is supposed to allow it, but it seems broken), so I have to re-convert the whole thing (which isn't a lot of work, but always leaves a bit of room for error).
How is it broken?  (It adds rather than replaces)

Exactly; it only adds, and cannot replace. Although frankly half of the reason why that's a problem is because the delete function doesn't work: when I attempt to delete a submodel, it asks whether I want to delete all its children as well, yet even when I say "yes" it doesn't delete the children as well. If the delete function would be fixed then I suppose I could always add the new replacement submodel(s) and delete the old, but that'd still leave me with a broken-looking (probably has no functional difference, though) hierarchy because the new submodel(s) appear at the end of the submodel list, instead of the list getting re-sorted alphabetically. When importing a fresh file, submodels get sorted alphabetically.

 

Offline Spicious

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Delete with children worked for me.

You're probably better off reimporting and doing a global import if you want to preserve order.

 

Offline Zacam

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How hard would it be to get PCS2 to open FS1/ST Retail POFs?

Currently, it just essentially opens to a 'blank' instance of PCS2.

If you need some retail models to work with, I have them all.
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Offline Nyctaeus

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Re: PCS 2 Wishlist thread
My simple request for new version of PCS2:
I need a tool for clearing main model from subobjects [turrets etc.]. I was thinking about as a button that switch on a small window with list of subobjects of model. You could tick submodels you want to delete on list and than remove them with one click on proper button. I need it for returreting ships. Removing subobjects one by one, turret after turret is a bit frustrating especialy when I have something like 50 turrets [+ maybe destroyed versions]. PCS2 also sometimes crashing when I remove something. Is this possible to do?
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Offline Nuke

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Re: PCS 2 Wishlist thread
these days all i want are vs2010 project files.
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Offline Dragon

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Re: PCS 2 Wishlist thread
Delete with children worked for me.

You're probably better off reimporting and doing a global import if you want to preserve order.
It doesn't always work, especially if you have a lot of children. They usually get distributed to a higher level in hierarchy.

 
Re: PCS 2 Wishlist thread
One small question, I'm kinda out of the loop (i'm still using Nov 7,08 build), but has anything been done with glowpoints?   What I'm looking for is a way to import the on/off/displacement timings in max. That way I can create a script or something that will let me quickly build christmas-light landing lights (blinking in sequence)
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Offline zookeeper

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Re: PCS 2 Wishlist thread
One small question, I'm kinda out of the loop (i'm still using Nov 7,08 build), but has anything been done with glowpoints?   What I'm looking for is a way to import the on/off/displacement timings in max. That way I can create a script or something that will let me quickly build christmas-light landing lights (blinking in sequence)

For what it's worth, I haven't heard of anything of the like having been done.