Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on March 27, 2005, 09:10:02 am
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As you can see from the attached screenshot
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Flippin' sweet.
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*starts lighting up a candle in the Kazan-Shrine* :D
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hehe
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:yes: Good good.
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i have to use bleeding edge wxWidgets 2.5.4 go have context menus.. damn
[edit]
appears incomplete in that ersion.. i have to find some way of manually figuring it out
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oooooh.... /*drools*/
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omg context menus are going to be a nightmare - i am going to have make derive a custom class off wxTreeCtrl
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Hey, cool. I made something like this awhile ago in Visual C#, but all it lets you do is draw a little red 2D spirit. And you have to actually restart your computer to draw a second one.
Okay, I'm a loser. But Kazan isn't! Go Kazan!
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C# ... even more painful that making drop-context-menus on wxTreeCtrl!
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C# isn't that hard to use. It's just like C++, except, twenty times harder to use. I guess that's why that call it C "Sharp." As in, if you're not careful, you'll probably lose a large chunk of your brain to this thing.
Right. I'll stop spamming. Good luck, Kazan. :yes:
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lol :p
Integrate PCS with fs2_open!!!!111 :p
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WMC jump off a bridge :D
PST: PCS2 will also be able to support the ferrium format
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oh goodie!
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Do you think it's possible it could have 3dsmax support? :-D Or is Styxx's plug-in, which is a pain right now(for me, at least) good enough?
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Styxx's plugin is as best as we're going to get out of max, although the naming conventions suck. As long as we can fix what the plugin screws up, I'll be happy with the tools we have.
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once i get it working with all of pcs1.x's features then i'll look into (The much easier task in pcs2 than pcs1 of) adding new file types
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Originally posted by StratComm
As long as we can fix what the plugin screws up.
?
I never noticed anything; should I have?
(sorry for the derail....)
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I would go find out the things it might mess up but the thread is a gillion pages long. I'm pretty sure somebody had some problems with the way that the lighting was taking place...?
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Originally posted by aldo_14
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I never noticed anything; should I have?
(sorry for the derail....)
Like I mentioned in the POF converter thread, MOI, radius, and most of the other header info. It's great for the geometry, don't get me wrong. And it's not like you'd actually notice most of that stuff (ok, MOI you would because converted ships without altering that data just spin around like rag dolls) but they cause some unusual behavior, like not being able to zoom in properly when viewing from an object.
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Originally posted by StratComm
Like I mentioned in the POF converter thread, MOI, radius, and most of the other header info. It's great for the geometry, don't get me wrong. And it's not like you'd actually notice most of that stuff (ok, MOI you would because converted ships without altering that data just spin around like rag dolls) but they cause some unusual behavior, like not being able to zoom in properly when viewing from an object.
I noticed the MOI stuff, but I take that for granted. Radius, I never really noticed, though.
Originally posted by Jake101
I would go find out the things it might mess up but the thread is a gillion pages long. I'm pretty sure somebody had some problems with the way that the lighting was taking place...?
That was fixed, if I understand what you mean.
It was a face-smoothing issue - basically the facting was ****ed up, and the lighting of said faces was too, as a result - at the moment the max convertor smoothes models better than PCS, simply because AFAIK cobs don't really support smoothgroups* (faces grouped together with different smoothing angles). I don't think PCS does variable angle smoothing either (i.e. the entire model smoothed 45 degrees rather than 90), I'm not sure if that's down to the cobs again though.
*I think people have mimicked it by physically breaking up the model into the differently smoothed areas.
Anyways, this is going a bit OT now. I suspect I'll only end up using this new PCS for MOI editing or similar (rather than touch the bastard Truespace), but it's good to see it being worked on :)
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each polygon in a cob has a material, the material can have any smoothing angle you want, the way PCS calculates auto-faceted shadeing is it looks at each vert shared by multable polies and if the angle between them is less than the facet angle they are averaged.
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Originally posted by Bobboau
each polygon in a cob has a material, the material can have any smoothing angle you want, the way PCS calculates auto-faceted shadeing is it looks at each vert shared by multable polies and if the angle between them is less than the facet angle they are averaged.
Yes, in theory...but it has a bug somewhere: http://www.hard-light.net/forums/index.php/topic,30243.0.html
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Originally posted by aldo_14
I noticed the MOI stuff, but I take that for granted. Radius, I never really noticed, though.
I only noticed it because of the lab; the green radius bubble is much larger on max converted ships than on the PCS or stock equivalents. It was only after I edited in a proper value for one that I noticed the closer minimum zoom on said ships.
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Hey Kaz, could you add some sort of view mode? It'd be exceptionally nice for Linux and/or OSX, which don't have any POFViewer.
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see that big black pane? that's a wxGLCanvas :D
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burns *Excellent*
I've used .Net before and C# isn't that hard to use, I'm not sure if I've done any C++ though. Programming in general is not that hard to pick up but remembering stuff like Java GUI Elements its best to have references on hand :).
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If you're in the business of taking feature suggestions at this point...
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Originally posted by Kazan
see that big black pane? that's a wxGLCanvas :D
Yeah, what I'm saying is a hotkey, button, or menu option that'll toggle the tree and any editting conrols
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^good sugestion^
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*nods*
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mmh... what? :nervous:
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Originally posted by Black Wolf
If ye're in th'business o' takin' feature suggestions at this point...
:lol: