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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Trivial Psychic on November 17, 2005, 10:26:45 pm

Title: Model Eyepoints: Are they ONLY editable before conversion?
Post by: Trivial Psychic on November 17, 2005, 10:26:45 pm
The title says it all.  I've been trying to edit eyepoints on TBP models, but my changes (either in MODview or PCS) are not getting saved.  I make the change, save, then reopen and find that they're right back where they started from.  Does this need to be set in Truespace, or 3DMAx, or whatever model program was used?
Title: Re: Model Eyepoints: Are they ONLY editable befor
Post by: Taristin on November 17, 2005, 10:44:15 pm
PCS does save them. Modelview resets them, though, sadly, so they have to be the last thing you set... IIRC.
Title: Re: Model Eyepoints: Are they ONLY editable before conversion?
Post by: Trivial Psychic on November 17, 2005, 11:52:30 pm
OK, it seems that even PCS has some limitations build within it as to where an eyepoint can be placed.  For example, I've seen someone showing off a model (not pof converted) with the cockpit quite some distance towards the tail of the craft (kinda like a speed-boat), but there's no way that either MODview or PCS would allow the eye-point to be placed that far back.  There must be a coded limitation that refuses to allow an eyepoint to be placed a certain percentage back down the length of the fuselage.  My attempts to place the eyepoint on the Whitestar to match where the bridge is (nearly halfway down the length of the ship, continuously result in it being pushed back towards the nose.  Perhaps PCS2? :nod:
Title: Re: Model Eyepoints: Are they ONLY editable befor
Post by: StratComm on November 18, 2005, 02:50:01 pm
As far as I know there is no limitation on where an eyepoint can be placed, and PCS has never given me any trouble with them (yes, including when the eyepoint is near the back of the ship).  However, primary firepoints in front of the eyepoint looks... strange, to say the least, so you need to be aware of that and design models accordingly.
Title: Re: Model Eyepoints: Are they ONLY editable before conversion?
Post by: Trivial Psychic on November 18, 2005, 10:55:56 pm
I've tried it several times.  Reset eyepoint, save, close, then reopen.  If I've moved the eyepoint back too far, it will reset back to the last save considered valid.

[Edit]
I stand corrected.  It seems that my changes weren't getting saved.  I have to make the change, then click once in the model window, then save.  Whitestar now ready for testing with proper eyepoint position (but not necessarily the best one... we'll see).
Title: Re: Model Eyepoints: Are they ONLY editable befor
Post by: StratComm on November 19, 2005, 10:00:56 am
That's the other thing with PCS, it doesn't save the last entry considered "active".  If that was the z coodrinate of the eyepoint every time, then that's what will be missed.  Switching to a different tab before saving in PCS is a must.

Also, Modelview doesn't save the eyepoint incorrectly, it just doesn't save it at all.  So you can edit the model in modelview to your heart's content, and it won't make any changes to that particular data chunk.
Title: Re: Model Eyepoints: Are they ONLY editable before conversion?
Post by: WMCoolmon on November 25, 2005, 02:41:10 pm
I'm pretty sure they're saved separate from model geometry in the file, so, no, they should be edittable after conversion.

Whether or not you need a hex editor is something that Kazan/Bobb will have to answer. (Have you tried Aurora?)
Title: Re: Model Eyepoints: Are they ONLY editable befor
Post by: StratComm on November 25, 2005, 04:07:10 pm
Eyepoint data is saved in its own special chunk, so conversion typically doesn't even touch them.  PCS edits it fine, as long as you remember to get the cursor out of the entry box before you save.  Modelview was never finished enough to actually save to that chunk.