Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on March 31, 2003, 03:58:34 pm
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https://sourceforge.net/project/showfiles.php?group_id=26889&release_id=150065
[b]changelog[/b]
v 1.3.3 [compiler 1.3.3]
# 30-40% Compiler speed increase (possibly an increase that scales exponentially with model size!]
# Since Pre 1.3 boundbox and sortnorm generation has become immensely more accurate - actually look like [V] models now
* AutoTurret SOBJ Properties now only operates in LOD0 (so Turret[NN]B, etc don't get props)
* New Algorithm for Centroid (polygon center)
* Remember to POF2OpenGL Translate Boundbox Coordinates
* Renderer now uses ACEN data
* Fixed a bug in the ACEN editor window
* ACEN will be imported in Global Data Import
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So should I upgrade from v1.20? ;)
Originally posted by Kazan
# Since Pre 1.3 boundbox and sortnorm generation has become immensely more accurate - actually look like [V] models now
Meaning?
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Will it import turret data ?
May not be easy because subobject number and ID-s may change between model versions, but it would be useful.
Editing forty something turrets again and again is painful.
(1.?. version here :o :D )
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turret SOBJ data is imported by-subobject-name just like SOBJ not by subobject-number (in otherwords it searches) subobject names _Shouldn't_ change in general
and yes you should update -- open a model compiled with PCS COB->POF Pre 1.3 and turn on "boundbox" and "sortnorm" debug (buttons in Subobjects window) then compile that same model again and do the same, you'll see a huge difference
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the render is fantastic, it is very fast and it doesn't crash anymore
i looked at the boundix box of an older version, and it is far far more precise and efficent now, but i'm curious, what does sortnorm stand for?
i noticed that graphically it is incredibly more complex now
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...
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the sortnorms were not generated at all correctly before --- sortnorms are used for face culling and lighting
sortnorms contain a bounding box to compliment the BSP boundingbox chunk -- the boundingbox of a sortnorm is what is being rendered -- a more complex explination is contain the volumes of pre-hardware-TCL graphics programming voodoo which i have no need to delve into
the pants up sortnorms before was due to a brainfart not-completing-a-change and forgetting about it
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em... good....:nod: :yes:
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A couple of quick complaints/features I`d like to see.
Could you get it so that PCS remembers the last directory you used for cob2pof and pof2cob conversions. Might be nice if it also remembered the last directories used for saves and loads.
Also PCS also seems to get the generation of normals wrong whenever I try it with multi-beams. Most likely I`m doing something wrong but I can never get it to generate a normal that points straight up (it always points a little bit to the sides and front as well)
Apart from that this seems so far to be the best version of PCS yet and looks likely to finally tempt me away from v1.1.01
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if the auto-turret is off by anything less than 0.1 you're turret will work fine in game, what you are getting is from rounding errors, they are typicaly minor and irrelevent
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go to options, here you can set your custom default directory for *.cob/scn, and pcs already use as default the standard model directory for pofs
btw i'm having (again) some problems with hyerachy, but it is different than usual and i can't see what i'm doing wrong... i have subobjects(lods/debris, it depend by the hyerachy position) disappearing in modelview althought they are present in the subobject list in pcs, when the same model converted by older pcs work fine
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Originally posted by KARMA
go to options, here you can set your custom default directory for *.cob/scn, and pcs already use as default the standard model directory for pofs
btw i'm having (again) some problems with hyerachy, but it is different than usual and i can't see what i'm doing wrong... i have subobjects(lods/debris, it depend by the hyerachy position) disappearing in modelview althought they are present in the subobject list in pcs, when the same model converted by older pcs work fine
I didn`t notice that. Still it would be nice to have a different load and save directory (after all I don`t keep my truespace models in my freespace directory).
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this is the pof generated by pcs1.33 seen in modelview
(http://members.fortunecity.com/aranbanjo/snap044.jpg)
this is the pof generated by pcs 1.101
(http://members.fortunecity.com/aranbanjo/snap045.jpg)
this is the hyerachy of the model (i tested dozens of combinations btw and i noticed it change a lot, but i wasn't able to find a solution)
(http://members.fortunecity.com/aranbanjo/snap050.jpg)
the "missing" subobjects are present in the subobject list of pcs, it is like if modelview find 6 lods instead of 4, and althought it doesn't show debris details they appear if i click on them (the missing lod instead can't be seen)
i also tryed to convert the right pof->cob with pcs 133 and reconvert to pof, but the result was even more odd
i think i'm probably doing something wrong with debris but i can't figure out what, btw it remains strange that i have two outcomes from the same model using different version of pcs
i haven't tested the model in game
any help is welcome
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Originally posted by KARMA
this is the pof generated by pcs1.33 seen in modelview
(http://members.fortunecity.com/aranbanjo/snap044.jpg)
this is the pof generated by pcs 1.101
(http://members.fortunecity.com/aranbanjo/snap045.jpg)
this is the hyerachy of the model (i tested dozens of combinations btw and i noticed it change a lot, but i wasn't able to find a solution)
(http://members.fortunecity.com/aranbanjo/snap050.jpg)
the "missing" subobjects are present in the subobject list of pcs, it is like if modelview find 6 lods instead of 4, and althought it doesn't show debris details they appear if i click on them (the missing lod instead can't be seen)
i also tryed to convert the right pof->cob with pcs 133 and reconvert to pof, but the result was even more odd
i think i'm probably doing something wrong with debris but i can't figure out what, btw it remains strange that i have two outcomes from the same model using different version of pcs
i haven't tested the model in game
any help is welcome
email me that model.. i have a fairly good idea what happened -- and i think it's sometyhing i did
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Originally posted by karajorma
I didn`t notice that. Still it would be nice to have a different load and save directory (after all I don`t keep my truespace models in my freespace directory).
would you actually go into options and look.. there are "pof" "cob/scn" paths and your texture path! (make sure to preserve the \ or lackthereof at the end)
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Originally posted by Kazan
would you actually go into options and look.. there are "pof" "cob/scn" paths and your texture path! (make sure to preserve the \ or lackthereof at the end)
So there are :) Note to self. Pay more attention from now on :D
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yep what i thought happened happened
i rearranged the code that detects lod/debris and it caused debris to become both a debris piece and a lod! doh
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have i to send you the model anyway? i was building the archive now
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no.. i dont have the model
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well, i meant if you still need me to send the model, now that you have found the problem
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i sorta need to test if it's been fixed... send me the model