Author Topic: PCS2 Insignia editor  (Read 12531 times)

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Offline Spicious

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PCS2 Insignia editor
I've started on an insignia editor for PCS2. If you have suggestions for how you'd like it to work, post them here.

 

Offline Vasudan Admiral

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Re: PCS2 Insignia editor
Ooh wow, that'd be awesome to see - good luck man. :)

My suggestion would be to make it as visual-based as possible. Perhaps do it like this: (from an end-user perspective)

1) Pick a projection vector (ie, the simple version would be [+/-] direction, [x,y,z] axis, but if possible any vector would be best) and a radii from which the locations of the verticies in the insignia polygons can be projected (ie, they get projected from that vector till they hit the hull)
2) Define a level of subdivision for the projected plane. Basically this would either be 0 or 1 where 0 means you get a two-polygon plane, and 1 means you get an eight-polygon plane. Each vertex of the plane is projected separately so the idea is the plane follows the contours of the hull at the specified area.
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Offline Colonol Dekker

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Re: PCS2 Insignia editor
Keep it simple.
Have a choose poly, centre by default. Scale, rotate, flip normal. And XY adjustment.
 
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Offline Galemp

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Re: PCS2 Insignia editor
Go Spicious Go!
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Offline Spicious

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Re: PCS2 Insignia editor
1) Pick a projection vector (ie, the simple version would be [+/-] direction, [x,y,z] axis, but if possible any vector would be best) and a radii from which the locations of the verticies in the insignia polygons can be projected (ie, they get projected from that vector till they hit the hull)
2) Define a level of subdivision for the projected plane. Basically this would either be 0 or 1 where 0 means you get a two-polygon plane, and 1 means you get an eight-polygon plane. Each vertex of the plane is projected separately so the idea is the plane follows the contours of the hull at the specified area.
Interesting idea. Are you suggesting that it start with a square comprised of a predetermined set of triangles and then try to project each vertex onto the actual geometry? That seems like it'll rely on getting lucky with it not intersecting the mesh. Projecting onto a flattish surface might work I guess.

It's ready to try here. See link in sig.
« Last Edit: July 17, 2010, 11:47:57 pm by Spicious »

 

Offline Vasudan Admiral

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Re: PCS2 Insignia editor
That one there works and is a good start - nice dude! :D
However, due to the nature of the data involved it's definitely more of an insignia viewer than editor. Like you COULD try creating and manually placing insignia by numbers alone,.....but you wouldn't.

And yeah you've got the gist of the idea there. Individual insignia can only consist of 8 polygons max IIRC and because you want them to be square that means you'll typically only ever need a 2 poly plane (flat surfaces) or an 8 poly plane(for curved surfaces). Positioning them using the projection system well you could build in an auto offset from the hull surface so the insigina doesn't quite get stuck in the hull, or let the user specify one. Beyond that I'd imagine it would work so that if any vertex 'missed' the ship in the projection it would be placed where it intersects the bounding box along its vector.

Oh yeah - and you would need to be able to specify rotation around the projection axis. :)
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Offline Spicious

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Re: PCS2 Insignia editor
That one there works and is a good start - nice dude! :D
However, due to the nature of the data involved it's definitely more of an insignia viewer than editor. Like you COULD try creating and manually placing insignia by numbers alone,.....but you wouldn't.
I would and have in the rather distant past.

Quote
And yeah you've got the gist of the idea there. Individual insignia can only consist of 8 polygons max IIRC and because you want them to be square that means you'll typically only ever need a 2 poly plane (flat surfaces) or an 8 poly plane(for curved surfaces). Positioning them using the projection system well you could build in an auto offset from the hull surface so the insigina doesn't quite get stuck in the hull, or let the user specify one. Beyond that I'd imagine it would work so that if any vertex 'missed' the ship in the projection it would be placed where it intersects the bounding box along its vector.
The max is 10 triangles and 20 vertices, although I'm sure it could be worked around by breaking it up into multiple insignia. I'm happy to go with letting the user ensure the surface is sufficiently flat.

The control for setting most of the projection parameters is done and provides a preview of sorts. It shows up if you have an insignia with no faces selected. Same url as before.

Incidentally, it seems the MediaVP Medusa insignia are backwards.

 

Offline Spicious

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Re: PCS2 Insignia editor
Vertex projection is working now. It can turn out pretty decently if positioned well.

[attachment deleted by ninja]

 

Offline FUBAR-BDHR

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Re: PCS2 Insignia editor
Probably a stupid question but does it allow for more then one insignia texture?  Say put the squad on the wings and the pilot under the cockpit?

Can't even remember if the code supports this. 
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Offline Spicious

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Re: PCS2 Insignia editor
No; all insignia on a ship use the same texture.

 

Offline Galemp

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Re: PCS2 Insignia editor
Can I nitpick and ask you to pick a different texture for the demo; say, the 53rd Hammerheads? That has text on it so it's easy to tell if you have your normals flipped.
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Offline Colonol Dekker

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Re: PCS2 Insignia editor
Everyone knows the 107th image faces to the right :p
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
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Offline Dragon

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Re: PCS2 Insignia editor
It looks excellent, seems to be quite intuitive, easy to visualize and use. Great job.

 

Offline Spicious

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Re: PCS2 Insignia editor
Can I nitpick and ask you to pick a different texture for the demo; say, the 53rd Hammerheads? That has text on it so it's easy to tell if you have your normals flipped.
I'm not really happy with any of the stock or MediaVP insignia for the preview. Ideally it should be opaque at its border and have a clear indication of directions; looking nice would be a bonus. The Raven happened to be inside a circle which somewhat approaches the border requirement. The MediaVP version of the Hammerheads seems at least as good by those criteria.

 

Offline Spicious

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Re: PCS2 Insignia editor
And approach 2, using 62 triangles in this example...

[attachment deleted by ninja]
« Last Edit: July 10, 2010, 04:27:12 am by Spicious »

 

Offline Galemp

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Re: PCS2 Insignia editor
Wow, that's... that's REALLY good!
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Offline Woolie Wool

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Re: PCS2 Insignia editor
This could actually be useful for Wings now that I think of it. The tails of airplanes provide a nice large flat surface to put a squadron logo on, with little or no normal mapping on those areas to be ruined by the squadron logo.
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Offline headdie

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Re: PCS2 Insignia editor
many fighter squadrons tend to stick unit crests/logos/colours to the tail fins of their fighters
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Offline Bobboau

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Re: PCS2 Insignia editor
lets all remember now that insignia are always flat shaded, before we get to carried away.
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Offline Galemp

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Re: PCS2 Insignia editor
lets all remember now that insignia are always flat shaded, before we get to carried away.

They used to be, back when they had no opacity. Now they're partially transparent, and they ought to be affected by mission lighting as normal.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...