Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on February 16, 2003, 10:13:45 am
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I need a pof editor that can edit a 836 poly (LOD0) model with glowpoints.... PCS seems to crash on saving it, modelview won't load and I've no idea how Bobs new one works (no labels on the icons for the version I've got - which I presume is latest). The model works in FS2, though.
So, is there a newer version of PCs than the one Kazans site (i.e. after the release the code), or even a version of modelview with higher poly limits (which I heard somewhere....). Or something, becuase this is a pain in the arse......
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have you tryed Aurora (http://www.hard-light.net/forums/index.php/topic,13062.0.html) ?
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Originally posted by Bobboau
have you tryed Aurora (http://www.hard-light.net/forums/index.php/topic,13062.0.html) ?
Yep. Very nice design, but I don't have a sodding clue what the buttons are.
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new, copy, and delete
in that order left to right, for all of the chuncks
all other buttons have text on them
oh, don't mess with the load/save chunk things they arn't realy working very well yet
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Well, what's the most uploaded version? Because clicking on the icons doesn;t actually do anything in the version I've got.........
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you know what it looks like it hasn't actualy updated for a long time, that is a very old build that is up there, I shall make sure there up to date
check this (http://freespace.volitionwatch.com/blackwater/aurora.zip) it should be up to date
and now that I think of it you're probly confused by the render controles too, I had forgoten about them,
they are from left to right
fire frame, lighting, smoth shadeing, destroyed subobjects, textureing, shields, and context (ie the little indicators for were a gun point or subsystem (ect...) is)
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Originally posted by Bobboau
you know what it looks like it hasn't actualy updated for a long time, that is a very old build that is up there, I shall make sure there up to date
The source version is up to date (just DL-ed) - looks very nice BTW. Noticed 2 problems, though;
1/ For some reason it's only loadin the textures for part of my model (front half) - the whole model uses the same texture BTW.
2/ You get stuck in an error message if you type a alphabetic character in a numeric field - i.e. you get the error message, but you don't get time to alter the value before it reoccurs. this could be a pretty big annoyance (I had to ctrl-alt-del) - i think you should maybe add a delay for checking the error after the box pops up.
EDIT; Reset view command could be handy, if it's not in there already.
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1.) I have recently seen some weird things when UVs are out of range (ie not between 0.0 and 1.0), this may be what you're seeing
2.) yup, this is a bit of a bug, I have made it a little better, try not moveing youre mouse, if you hit enter and another number realy quick you should be able to break out of it for now.
this is something I need to do diferently.
you mean something that would reset to the defalt view (wich would have the ship faceing away from you) ?
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Originally posted by Bobboau
you mean something that would reset to the defalt view (wich would have the ship faceing away from you) ?
Yeah.. and, for that matter, left/right/front/back etc views. Just for accuracy of view, as getting an exact lineup can be tricky with a mouse. I can't imagine it would be too complex (my knowledge of 3d programming is about 0, obviously) - if you're using some sort of set eyepoint for the viewere, it would only be setting it's position value.
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no, it wouldn't be that dificult at all, in fact it would be fairly trivial the way I have things set up,
I just rarely used them my self so it wasn't something I thought about,
I'll try and remember implementing it next time I'm working on it
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i can't use aurora. It first tells me that i can't redistribute the executables, then it says invalid color depth, then it says initialization failed, then it says an unsupported operation was attempted. Then i have to ctrl alt del to shut it down, cause when i hit ok, it says the same thing.....an unsupported operation was attempted.
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wow, you are running you desktop in 256 colors?
what is you're color depth?
and what card are you useing?
this has been a major problem in compatability,
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24 bit
intel 810, and a voodoo 2
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try running in 32 or 16 bit, 16 being the prefered
I hadn't thought of 24 bit...
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worked in 16 bit. now if i could just figure out how to use the damned thing......lol. Looks good though. Sorry aldo, didn't mean to steal your thread.
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well just load up a model, and edit away
if you hit ctrl it should alow you to move the currently selected... whatever
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i'm just starting to learn this stuff........will you be adding a cob2pof to this?
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I hadn't planed on it but I might, kazan said I could usa any and all of the code I might want from PCS, so maybe
if you want to learn how to POF edit check my sig
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Glowpoint editing seems a bit dodgy (maybe?) - the model I used Aurora for CTD-ed on the techroom (have the model as fighter01.pof), whereas the PCS equivalent worked.
I should point out I only used Aurora to do the glowpoints, though....the difference between the 2 I tested was which program I added the glowpoints with.
EDIT; Actually, I think the Aurora version had the 'display time', etc variables for the glows set to 0 - this may have caused it. If so, might be a good idea to handle this in the actual game code (use some set of default values if == 0).
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no I was giveing the version as 3000, wrongly thinking it wouldn't care,
actualy I had forgoten to enable the glow point saveing in that earlier build
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Originally posted by Bobboau
no I was giveing the version as 3000, wrongly thinking it wouldn't care,
actualy I had forgoten to enable the glow point saveing in that earlier build
ah. Looks like Aurora's my only hope, anyways, as PCS seemed to be randomly crashing and corrupting my models last night - had to redo the Achilles pof data about 5 times with no luck sofar....
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so it is all working for you now?
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Do the textures need to be in the folder where aurora is installed?
Meh...i can't be arsed to read your first post again:)
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the textures that are in the zip need to be in thae same folder as Aurora, other than that textures on a model need to be in the same folder as the model you open
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Originally posted by Bobboau
so it is all working for you now?
Yup (see GTxF Achilles thread)
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Originally posted by Bobboau
the textures that are in the zip need to be in thae same folder as Aurora, other than that textures on a model need to be in the same folder as the model you open
Hmm....
When i opend a model in the data/maps directory where all the maps of the model where placed in Aurora couldn't find all textures but they where in the maps directory.