Author Topic: Modview Source Code  (Read 20233 times)

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Offline chief1983

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Re: Modview Source Code
The only thing keeping it from being worked on currently is the difficulty getting it to compile it looks like.
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Offline Quanto

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Re: Modview Source Code
I'd just like to throw in my two cents to support ModelView.
I personally cannot stand working with PCS2, and I would love an alternative. I am not a coder myself, but if it truly is more user friendly, and works natively with current windows machines, then I would love the **** out of it. PCS2 is a bear to work with, and it's UI leaves a lot to be desired, as an artist rather than a programmer, I would love to see a more user friendly model importation utility.
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Offline Hades

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Re: Modview Source Code
I'd just like to throw in my two cents to support ModelView.
I personally cannot stand working with PCS2, and I would love an alternative. I am not a coder myself, but if it truly is more user friendly, and works natively with current windows machines, then I would love the **** out of it. PCS2 is a bear to work with, and it's UI leaves a lot to be desired, as an artist rather than a programmer, I would love to see a more user friendly model importation utility.
^ This.
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[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
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Offline The E

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Re: Modview Source Code
I blatantly copied PCS2's source into my own SVN. Checkout URL is https://modelview.googlecode.com/svn/branches/PCS2, if you want to work on it, drop me a line and I'll set you up with commit access.

Note that, as present, it is uncompilable, as there are files missing from the PCS2 CVS. It is also lacking collada support. If someone has the source for that, I'd be interested in it.
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Offline The E

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Re: Modview Source Code
Double post for great justice!

If you are interested in helping out, and have a working copy of modelview installed please download this exe, and replace the old one with it:

http://blueplanet.fsmods.net/E/MODVIEW32.exe

It's my current version of it, and it needs stress-testing. In terms of functionality, it's the same as the last public release, but I bumped some limits (A LOT). Please check for the presence of legacy bugs, and make note of any new issues you find.

Now, I know this doesn't have the functionality to build full FS2 models (Path editing, for example, is noted for its absence). It'll be coming.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Water

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Re: Modview Source Code
No luck here. Splash screen and hour glass. XPsp3

 

Offline chief1983

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Re: Modview Source Code
It's a shame there's even limits and we can't just convert those things to vectors...
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline The E

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Re: Modview Source Code
We probably can. And if "we" was more than "me", it would probably get done faster  ;)

On another note, here's a debug build of modelview.
http://blueplanet.fsmods.net/E/modelview_Debug.7z

Please try this one as well.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Water

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Re: Modview Source Code
Gets up to the main screen.

 

Offline Talon 1024

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Re: Modview Source Code
I'm getting the same thing as Water.

If I hit ignore once, I get this message:
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Re: Modview Source Code
Both builds ran flawlessly here.
I tested them using some HTL models from FSport and TVWP, with no textures. I used "rotate parts", "thrusters", "shields", and rotated the models around.

The only difference I see is that my MODVIEW32 installation is an old one that came with Turey's installer.
It's located in D:/fs_open/tools/MODVIW32

Any other useful data that I could provide?

EDIT: D'oh. I'm also running Win7 beta.
EDIT2: Yet another d'oh. 64 bits version. Sorry Talon 1024. :D
« Last Edit: May 14, 2010, 08:28:45 pm by el_magnifico »

 

Offline Talon 1024

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Re: Modview Source Code
Any other useful data that I could provide?

What version of Windows are you running? I wonder if it has something to do with the fact that my version of Windows XP is a 32-bit OS.
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 
Re: Modview Source Code
Just edited the post, adding more data. ;)

 

Offline The E

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Re: Modview Source Code
Yes, I suspect me not defining a Windows version to target might be the culprit, as VS then defaults to the highest possible version (and since I'm on Win 7 x64 Pro, well....).

Please try out these versions. The first one was compiled using the VS2010 compiler, the second one with the VS2008 one. Both are compiled (I hope.... :nervous:) using the "XP" includes, so they should work....

http://blueplanet.fsmods.net/E/ModelView%20v10%20Toolset.7z
http://blueplanet.fsmods.net/E/ModelView%20v9%20Toolset.7z
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Modview Source Code
I managed to reproduce the bug with the old version running over wine "emulating" XP.
The newer versions ("ModelView v9 Toolset" and "ModelView v10 Toolset") fixed it (at least in wine).

All versions still run flawlessly on Win 7 so far.

 

Offline Water

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Re: Modview Source Code
Both v9 and 10 work on xp

Two limits some models have exceeded though
Sub model with greater than 10000 points and
Docking points above 32

 

Offline chief1983

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Re: Modview Source Code
You can probably use the latest includes, just set the lowest target you want to run on.  2k if possible or at least XP.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline The E

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Re: Modview Source Code
Which is what I did. WinXP is defined as the lowest supported Windows version now.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline The E

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Re: Modview Source Code
Both v9 and 10 work on xp

Two limits some models have exceeded though
Sub model with greater than 10000 points and
Docking points above 32

Hmm. Are those craft publically available? If not, how far do I have to bump the limits?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline FUBAR-BDHR

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Re: Modview Source Code
Docks are now at 1000 but will probably be dynamic at some point. 
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