Author Topic: PCS 2 Wishlist thread  (Read 26242 times)

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Offline Hades

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PCS 2 Wishlist thread
Didn't see one already, and I have some features I'd love to see so I figured I could kill two stones with one bird

1) The ability to see how glow-points and thrusters will actually look in PCS2, which makes it easier to glow-point and set thrusters, as there's a lot of going in-game to check. This should, ideally, be toggleable at any time, as it's easier to get positioning right with the little ball in PCS2 now, and it's better to determine what size it needs to be if its the actual glow-point, as the ball we have now is terrible for knowing how big the glow-point will actually be.

2) Normal mapping in PCS 2. Nuff said. Not really a big deal but it'd be nice to have.

3) Slightly more transparent bubbles, including the thruster, primary, secondary, and glow-point bubbles (or what I called balls earlier). This is for both a selected and non-selected bubble, which means its also easier to get placement right because you'd be able to see the surface it's placed on easier.
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Offline headdie

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Re: PCS 2 Wishlist thread
:yes: to hades

also

Please can he have this looking into, multi-parts are still a pita.

another thing while I am thinking about turrets please can we have an option/button to generate the following in the properties of sub objects starting with turret in the name when the properties is empty.
Code: [Select]
$special=subsystem
$fov=180
$name=GunTurret

lastly can we have an option in turrets to generate a "turret" and a fire point for each sub object in detail0 beginning with turret
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Re: PCS 2 Wishlist thread
My wish for PCS2 is to support more Model formats, especially 3DS and Blend.
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Offline Droid803

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Re: PCS 2 Wishlist thread
3ds and blend support is pointless though?
Max and Blender both export to DAE...

+1 for normal mapping.

I'm pretty happy with PCS2 though, it does pretty much everything I want it to <3
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Offline CMDBob

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Re: PCS 2 Wishlist thread
Have you ever actually USED the built in Max DAE exporter? Suffice it to say, it sucks. (Luckily there's OpenCollada.) Other model formats would be nice. What would be cool is the ability to hide subobjects in a model, so if there's something in the way, you can temporarily hide it to just see what you're doing.

 
Re: PCS 2 Wishlist thread
Especially more transparent "bubbles" for squad insignia placement.  As it is, the selected vertex bubble is totally opaque white, so you need to deselect it to see where the point is. 

 
Re: PCS 2 Wishlist thread
3ds and blend support is pointless though?
Max and Blender both export to DAE...
The DAE Export in the newest Blender has been broken.
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Offline Droid803

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Re: PCS 2 Wishlist thread
:/
I have nothing to say except that it's blender's fault.
And that they should fix it.
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Offline Zacam

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Re: PCS 2 Wishlist thread

I dunno if this needs to be on the list, as maybe I'm just missing something. But bounding boxes on objects (when the object is at a "tilted" aspect of the main body) still run parallel to the models center line.

Example of this: The new Charybdis. We have children sub-objects in Radar Dish domes. They successfully rotate independently even with the dish itself rotating. But because the bounding box for them is parallel to the main body, the rotation is not to their plane but the models center line plane. Which means they then warble up/down through their respective domes when rotating.

Feel free to split this post for further discussion of it if it doesn't fit with this topic, but I'd really like to know how I could go about fixing this.
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Offline Droid803

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Re: PCS 2 Wishlist thread
Uh, I think the fact that the objects x-forms are reset (thus all the boxes being "upright" is a good thing (cause otherwise stuff gets really screwed up).
The rotating subdish thing should be more of a SCP thing, to allow off-axis rotation (ie, defining a normal vector along which the object rotates instead of just X/Y/Z), but what do I know?
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Offline pecenipicek

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Re: PCS 2 Wishlist thread
Here's my wish... $uvec and $fvec automatically punted in from the orientation of the turrets base.
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Offline zookeeper

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Re: PCS 2 Wishlist thread
Here's my wish... $uvec and $fvec automatically punted in from the orientation of the turrets base.

That would be great, but in case you didn't know, there's something almost as good already in Spicious' builds: in the modelling app, link a helper object to the turret base (and center the dummy on that; I don't know if the positioning matters), and to that helper link another object called "vec". When imported to PCS2, the $fvec and $uvec props for the turret should then be automatically derived from the orientation of the "vec" object (so don't reset its xform or anything).

 

Offline Zacam

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Re: PCS 2 Wishlist thread
Uh, I think the fact that the objects x-forms are reset (thus all the boxes being "upright" is a good thing (cause otherwise stuff gets really screwed up).

Right, but upright relative to what? It would make more sense for tilted geometry to have a box that binds to the objects orientation rather than a flat plane orientation that surrounds it.

The rotating subdish thing should be more of a SCP thing, to allow off-axis rotation (ie, defining a normal vector along which the object rotates instead of just X/Y/Z), but what do I know?

The objects rotate nicely, so that isn't really a problem. And while yes, setting the models xform for the sub objects to be centered relative to their center point vs model center point would be the better way to go. But if I can rotate, move and flip turrets and firing points, being able to adjust for a "mistake" like that (especially if it just auto-happens during conversion) would be nice.

Maybe I'll post a YouTube of what the issue is specifically to shed some light on it.
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Offline pecenipicek

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Re: PCS 2 Wishlist thread
Here's my wish... $uvec and $fvec automatically punted in from the orientation of the turrets base.

That would be great, but in case you didn't know, there's something almost as good already in Spicious' builds: in the modelling app, link a helper object to the turret base (and center the dummy on that; I don't know if the positioning matters), and to that helper link another object called "vec". When imported to PCS2, the $fvec and $uvec props for the turret should then be automatically derived from the orientation of the "vec" object (so don't reset its xform or anything).
didnt know that indeed. Thanks, i'll give it a try.
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Offline Black Wolf

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Re: PCS 2 Wishlist thread
Have you ever actually USED the built in Max DAE exporter? Suffice it to say, it sucks.

QFT. Nothing I've found will export from Max, so I still generate pofs via TS. It's literally the only way I have.
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Offline zookeeper

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Re: PCS 2 Wishlist thread
Have you ever actually USED the built in Max DAE exporter? Suffice it to say, it sucks.

QFT. Nothing I've found will export from Max, so I still generate pofs via TS. It's literally the only way I have.

Huh? You can export to .dae just fine with the OpenCollada exporter plugin, with the only problem being that it doesn't (yet) work with Max 2012.

 

Offline Droid803

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Re: PCS 2 Wishlist thread
I'm of the persuasion max's built in "AutoDesk DAE" is a different format altogether using the same three letters for the filetype >.>
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Offline Black Wolf

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Re: PCS 2 Wishlist thread
Have you ever actually USED the built in Max DAE exporter? Suffice it to say, it sucks.

QFT. Nothing I've found will export from Max, so I still generate pofs via TS. It's literally the only way I have.

Huh? You can export to .dae just fine with the OpenCollada exporter plugin, with the only problem being that it doesn't (yet) work with Max 2012.

No, I can't. I've tried. I get errors.
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Offline Droid803

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Re: PCS 2 Wishlist thread
You using 2012? then yeah, nothing works.
You using something else? then  :wtf:  you may possibly be doing it very very wrong.

besides, 2012 can go -> fbx -> max2009 -> OpenCollada -> POF
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Offline rhettro

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I also want to add my support for PCS to either import DAE files from a wider variety of Collada exporters or accept some additional formats such as OBJ and/or 3DS.