Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on July 23, 2003, 11:54:34 am
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Is it just me or does PCS blow?
These are my 2 worst problems with it
1. I try to do the auto generate shields thing and it just crashes everytime i do the convert to pof.
2. It constantly overloads itself ex: i Load my ship thats 1000 polys and it has the shield i made in segultuch (not part of the 1000 polys. The red dot for hard drive useage starts flickering as i zoom in on it in the ship. I stop pressing anything so the working will die down but it just starts flickering more and more until the things turns solid red and the game crashes.
Does anyone know why this is happening or any other Visual pof editing progs? I tried Segultuch but it's useless except for 1 or 2 things (cant edit stuff unless its already there) and with FSMM i cant see what the hell i am doing.
I got a P4 1.6 GHZ 20 Gigs free space (1 gig used for paging) 256 Megs of Ram. GeForce2 vid card.
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shields are done in truespace usually...
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PCS is a POF editing utility
i want to know of other POF editing utilitys
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Descent Manager Modelview32 is a good one, it works well if you use both though. I couldn't tell you where to download it from now, it's been too long :)
It sounds a bit like you have a poly or program problem there, Unfortunately, I can't really help much, since I use Lightwave and TS5 :(
Flipside :)
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actualy it was 386 (oops) i increased it to 2.5 gigs but it still overloads itself
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Originally posted by Flipside
Descent Manager Modelview32 is a good one, it works well if you use both though. I couldn't tell you where to download it from now, it's been too long :)
It sounds a bit like you have a poly or program problem there, Unfortunately, I can't really help much, since I use Lightwave and TS5 :(
Flipside :)
I have modelview but it doesent say anything anyhere aboiut editing it
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BTW whats a normal?
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A normal is vector associated with a turret - the turret will fire along the normal. A turret's field of view is given as a cone centered over that normal. And so forth. The important thing to remember is that the normals for mulit part turrets must point straight up or down, or they won't work properly.
Which version of PCS are you using? Some older versions have major issues, but I'm using 1.3.4 and it works perfectly.
I much prefer using ModelView when I can (you need version 1.0Beta 04b build 26 for the POF editing facilities), but it can't do all the things that PCS can do. Using both in conjunction is the best compromise.
Another editor is Boboau's Aurora. Check his sig for details.
Otherwise, whenever you have quesiotns about modding, always check karajorma's FAQ (http://homepage.ntlworld.com/karajorma/freespace/freespace2.html) first. It will help to answer 95% of your questions :yes:
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I think it's ModelView 5b28 that I'm using, GREAT program. anyone have the link to the homepage? I think it's defunct at the moment.
if need be, I'm sure somehere could u/l it to you krackers, it's rather small if I recall...
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Thanks for that DG :) He is correct the explaination for normals is in the turretting FAQ.
As for the shields you should make them in your modelling program. Have a look at the links on the modding page of my FAQ and read the tutorials there to learn how to make shields.
I've used PCS a fair bit and it works fine. I generally find a mixture of PCS and Modelview work very well.
BTW if your ship is one single part with 1000 polys it almost certainly won't work in FS2. You have to make up a ship with subsystems that have somewhere between 750-850 poly each. Anything more than that and you'll get shards of death in FRED and/or crashes in FS2
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Note that if this Krackers fellow had read the HLP literature first, he would have knonw to check your FAQ :nervous:
Yo Bob, could you host that version of MView somewhere? I'd like ro see what features it has that mine hasn't...
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I had problems with shields, too. The game quit when I hit my ship.
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ive read you faq 1000 times and i dont remmber normal being there. Its multi part dont worry. And the model view dl isnt there anymore. Someone please e-mail it to me to [email protected]
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i was using 1.2 version of pcs
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one more Q, are the meters in PCS the same in Truespace where 1 along an x,y,z axis = 20 meters in FS ?
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That I'm not sure of, because the numbers make my head hurt. I just make my model in Truespace at a convenient size to work with. Then I take the size I want it to be in FS and divide that by the size in TS. I enter the resulting number in to the scaling factor in PCS' options, then convert the model. Presto.
As for karajorma's FAQ, did you follow any of the links in the modding section? Rampage and several others have tutorials for turrets and stuff (cos we got sick of repeating this stuff for every new modder). It's all there, you just have to look :)
Oh, and update you PCS, the newer version is much improved. You'll less errors during conversions.
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ok. It didnt mention the meters conversion in the pcs tutorial.
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No, I only found about it recently. Oh, and you're welcome.
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thx, also are there any .Tbl editing tutorials?
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Well if there are'nt any in in karajorma's FAQ then I don;t know. He's got most all the stuff that counts. Besides, table editing is fairly easy stuff, just experiment for the most part. Just keep the little buggers backed up :nod:
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$Subsystem: turret01,30,1.0
$Default PBanks: ( "MjolnirBeam" )
what do those #'s after Turret01, mean?
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The 30 is time for a full rotation around axis. I forget which one. and the 1.0 is percent hull strength. It means that 1% of the mjolnir's hull strength is associated with the turret.
For example, a ship with 100 hit points and a turret with 1.0 in that position means that the turret can withstand 1 hp of damage.
I think. ;)
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Originally posted by Krackers87
ive read you faq 1000 times and i dont remmber normal being there. Its multi part dont worry. And the model view dl isnt there anymore. Someone please e-mail it to me to [email protected]
Have a look in the Turretting tutorial. Scroll down to the picture of the Rakshasa.
As for help with tabling GE helped by making the tabling section of my FAQ since I've not messed with table mods much. It's pretty good and covers quite a lot of how the ships and weapons tables work. It's in the VPView section of the FAQ.
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This has never failed for me yet...
I simply import shield data from a FS2 fighter that has the basic shape I need to encapsulate my new ship. Then I edit it to make it big enough to hold the sucker, save and Viola, shields!
Now if only life could be that easy (import new life data/bank account) ect... ;)