Author Topic: PCS2 UI revamp -- Now looking for suggestions  (Read 40109 times)

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Offline Spicious

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Re: PCS2 UI revamp -- Now looking for suggestions
Not in the way you asked for, but in the recent past it changed from containing the bounding box to just containing the model, which matches how it's done with most :v: models.

(And it's unlikely there'll be a new build until I get some feedback on the new bsp code.)

 

Offline Spicious

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Re: PCS2 UI revamp -- Now looking for suggestions
Radius override is in, but only in the new bsp build right now.

 

Offline mjn.mixael

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Re: PCS2 UI revamp -- Now looking for suggestions
How easy would be it be to assign a keyboard shortcut to 'reload textures'? The more texture work I do.. the more I want to save on the mouse clicks when I load it back and forth to see what it looks like.
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Offline Nuke

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Re: PCS2 UI revamp -- Now looking for suggestions
or just make texture reloads automatic.
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Offline chief1983

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Re: PCS2 UI revamp -- Now looking for suggestions
So like, every time the window becomes active, check the filesystem for texture changes?  That could work, like how Notepad++ or Eclipse or the like check for changes to text documents in the background.
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Offline mjn.mixael

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Re: PCS2 UI revamp -- Now looking for suggestions
Yeah.. that would pretty much make my day!
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Offline mjn.mixael

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Re: PCS2 UI revamp -- Now looking for suggestions
 :bump:

Would it be possible to get the ability to alter a model's bounding box? (AKA, I want to make a model's bounding box larger than the model requires.)
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Offline Droid803

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Re: PCS2 UI revamp -- Now looking for suggestions
manually setting bounding box ranges maybe? Just like radius editing?
I mean, you could always "cheat" by playing invisible polygons, but no one likes cheaters.
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Offline mjn.mixael

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Re: PCS2 UI revamp -- Now looking for suggestions
manually setting bounding box ranges maybe? Just like radius editing?
I mean, you could always "cheat" by playing invisible polygons, but no one likes cheaters.

Yeah, that's pretty much what I want. Basically the tech models for weapons don't yet have table flags to set the camera FOV like you can for ships. I just figured out that you can cheat this by offsetting the weapon tech model on the x(?) axis so it rotates around it's but and not its centerpoint. This pushes the radius out and forces the camera to zoom back.. but it is obviously and even bigger cheat than altering the radius directly.

Also, this method forces the select icon to be much smaller, which is not ideal. (That's why a table based FOV would be preferable)
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Offline Nuke

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Re: PCS2 UI revamp -- Now looking for suggestions
i always hacked bounding boxes by inserting invisible geometry into the submodel.
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