Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Zarax on August 06, 2004, 04:28:36 am

Title: Modelview with increased limits?
Post by: Zarax on August 06, 2004, 04:28:36 am
Can anyone give me a link please?
Title: Modelview with increased limits?
Post by: Kazan on August 06, 2004, 10:37:34 am
there isn't one high enough... PCS should do ya
Title: Modelview with increased limits?
Post by: Zarax on August 06, 2004, 02:41:11 pm
Can you point me to the latest version? There's at least 3 different ones searching for it...
Title: Modelview with increased limits?
Post by: Kazan on August 06, 2004, 03:04:28 pm
http://sourceforge.net/project/showfiles.php?group_id=26889&package_id=53033
Title: Modelview with increased limits?
Post by: KARMA on August 07, 2004, 06:58:37 am
check vasudan admiral's signature(or contact him). Probably it's linked somewhere else too
Title: Modelview with increased limits?
Post by: Vasudan Admiral on August 07, 2004, 06:47:59 pm
oh - missed this thread, anyway:

1) make sure you have the latest modview (beta 05 build 28 - http://www.geocities.com/vasudanad/modv32b5.zip OR from http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/modv32b5.zip for those who don't have it already)

2) install it to wherever,

3) and then paste the exe in this zip: http://www.geocities.com/vasudanad/modviw32.zip OR from http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/modviw32.zipversion over the one in the DMTOOLS\MODVIW32 folder
it's exactly the same as the regular 05, except it has most of the limits regarding FS models i could find bumped really high. :)

and that should let you view all the HTL models out so far (though the texture size limit is still 1024x1024 - gotta fix that sometime)
Title: Modelview with increased limits?
Post by: Kazan on August 07, 2004, 06:48:38 pm
there is no version of modelview that can handle the most recent models
Title: Modelview with increased limits?
Post by: Taristin on August 07, 2004, 07:50:51 pm
Mine handles it just fine... well, aside from the horrible memory leak, which usually swells VM up to about 300 Mb... but aside from that, they get displayed...
Title: Modelview with increased limits?
Post by: Kazan on August 07, 2004, 08:10:08 pm
use PCS
Title: Modelview with increased limits?
Post by: karajorma on August 08, 2004, 03:04:33 am
Give us a renderer that hasn't got a black background/allows you to choose any colour apart from black for paths and I will :D

Admittedly Modelview doesn't show paths at all but it is easier to see normals etc in modelview.
Title: Modelview with increased limits?
Post by: Bobboau on August 08, 2004, 03:31:00 am
yeah, modelview is a dedicated model viewer with a half functional editor, PCS is a dedicated model editor with a half functional WYSIWYG renderer, it doesn't even have lighting and the controles aren't as good as modelview, the two programs are designed to do two diferent things and it shows.

now if I hadn't done such a sloppy job with Aurora it would be king of both worlds, it's renderer was glorius and it's editing (no converting though) was far superior to PCS (sorry kaz) unfortunately, it was the first win32 app I had ever made and the first D3D app I had ever made and there are some fairly insurmountable structural defects. too bad it had some reaaly cool features
Title: Modelview with increased limits?
Post by: Starman01 on August 08, 2004, 05:29:51 am
True, best way to model-bulding is using 3 different programms.

Modelview is excellent for editing everything like guns, turrets,
subsystems and engines (but the engines must be set up in PCS,
the values can be entered in Modelview). It's viewer is (maybe
except the sometimes wrong perspective) superior than anything
else and is absolutly needed to edit thes things.

PCS is the number of choice for converting, and especially it's
possibilities for importing pof-data. But it's viewer and it's sometimes
bad choose of colour(path's, turret-lines) makes precisive editing
very hard. Also I use it for manual path-editing. However, I have to
figure out the path-values in modelview. As said above you will need
PCS for adding thrusters itself, but rather not their values.

Aurora seem like a good started attempt to me, to bad that you
cannot support it further bob, (but I can imagine, that it is not easy
to code).

So far, the only use of Aurora I have is the auto-pathing function,
it saves you a lot of work.

Now if someone could combine these 3 programmes into one, that
would be excellent. :)
Title: Modelview with increased limits?
Post by: Vasudan Admiral on August 08, 2004, 07:35:41 am
err, that version of modview above has opened every HTL model i've yet encountered - fenris, triton, anuket, deimos, herc and Omni's star trek ships [including the 14000 poly galaxy] as long as the texture is smaller than 2048. :)

But as Starman says - the best way to go is to use each proggy to it's best advantage.
PCS is the king of conversion/autogen, pof data importing, and most data entry.
Modview serves nicely as a general viewer, co-ordinate locater and subsystem editor, and sometimes a good platform from which to spot pof data bugs
Aurora is a bit buggy in places and doesn't like HTL models, but the auto-pathing feature is excellent, and the renderer is the best looking of the lot. I wish it could be developed further tho. :(