Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on January 23, 2006, 06:59:40 pm

Title: So PCS 2.0
Post by: Kazan on January 23, 2006, 06:59:40 pm
someone give me motivation to work on it :P

i want to finish it, i just lack the motivation
Title: Re: So PCS 2.0
Post by: redsniper on January 23, 2006, 08:12:40 pm
Come on Kazan! We need PCS 2.0 and all the POF editing goodness it will bring us. You're the only one who can do it!
How's that?
Title: Re: So PCS 2.0
Post by: Setekh on January 23, 2006, 09:47:34 pm
Yeah man. It's a great resource for everyone - as if the sheer challenge of writing isn't motivation enough, think of how much it benefits others. Go for it. :yes:
Title: Re: So PCS 2.0
Post by: Trivial Psychic on January 23, 2006, 09:53:17 pm
There are things that PCS 1 can do that MODview can't, and visa versa, as well as a few things that n'either can do (such as view in non-pcx textures).  Both are also memory and CPU hogs, buggy, and tend to crash (no insult intended to Kazan for his efforts on PCS1 and its sustained upkeep).  From what I've seen, PCS2 will be significantly faster, more stable, and incorporate the best of both and then some.  In the future, it could even be made to incorporate new features that the SCP team could unlock, that we haven't even heard of yet.  PCS2 could revolutionalize how pof files are converted and prepared, being the most popular single moding tool for Freespace (and possibly more... Fe2) of all time!

PCS2 needs to be brought to fruition, so that we may all praise Kazan and his support team for their hard work and dedication...
followed by the inevitable pleads and badgering to fix bugs and incorporate new features.
Title: Re: So PCS 2.0
Post by: FireCrack on January 23, 2006, 09:55:01 pm
PCS 1 makes me want to gouge my eyes out.

Please do it... for my eyes.
Title: Re: So PCS 2.0
Post by: Kazan on January 23, 2006, 09:56:27 pm
bash 1.x all you want [when justified] i made a lot of mistakes in it and i learned from them :D
Title: Re: So PCS 2.0
Post by: FireCrack on January 23, 2006, 10:27:18 pm
heh, it's not that bad, infact the ability to import stuff from other models is great, but data entry could use some boosting in feedback, and it could use some stuff to make it more powerfull (and less buggy)
Title: Re: So PCS 2.0
Post by: Skippy on January 24, 2006, 12:17:38 am
someone give me motivation to work on it :P

i want to finish it, i just lack the motivation

Just Do It ™
Title: Re: So PCS 2.0
Post by: Nuke on January 24, 2006, 12:29:17 am
if you dont work on it, im gonna break into your house and steal your copy of everquest :D
Title: Re: So PCS 2.0
Post by: Col. Fishguts on January 24, 2006, 05:44:17 am
Well, most of us wouldn't be here without PCS 1.x, so do it.
Title: Re: So PCS 2.0
Post by: Bobboau on January 24, 2006, 06:09:36 am
do eet, or I vill keell your brozer! grahahaha!
do it or you'll be a quiter and everyone will laugh at you
Title: Re: So PCS 2.0
Post by: BlackDove on January 24, 2006, 07:30:26 am
Speaking of which, where are you hiding Bobbo?

Also, PCS 2.0 would be nice to have indeed for a great many things.
Title: Re: So PCS 2.0
Post by: Kazan on January 24, 2006, 08:22:32 am
if you dont work on it, im gonna break into your house and steal your copy of everquest :D


which of the four copies? (have to buy a copy for each account for account keys - i have two accounts and fiancee has two accounts)
Title: Re: So PCS 2.0
Post by: GT-Keravnos on January 24, 2006, 09:33:49 am
So, it is for the love of a woman that you have forsaken PCS 2.0?

Completely understandable. To be engaged to her you must also believe that She is THE ONE. Congrats! Lucky devil you.

So, before giving up on the stars and all the dreams you had as a boy and on the wonderlust that burnt your soul when tearing up the brand new copy of FS2 once-upon-a-time, can you find it in your heart to finish the one thing you will be remembered by years from now?

Yes, I am talking of PCS and its son PCS 2.0.

Just think about it for a sec. People have done amazing things just for their name to stand the test of time. Killed others, Burned temples to gods noone believes anymore, or went forth to conquer whole continents. That is what people remember people by. Their contribution. Their mark.

It took 2 things. Opportunity and Willingless to skip the "why should I bother" or "hasn't been done ever" mentality most people are taught since their birth.

Now, you can go forth and be happy with your better half, playing warcraft online till you both have had enough and leave it, be it 2 or 5 years from now. But you will be amongst the millions who do. Your opportunity will have eluded you.

So it is in this here point in time, that you can help us, that you can help freespace. It is way past its' dying hour, (I assume you remember all those "Freespace is dead" threads), yet it really needs PCS 2 to become a DEFINITE storytelling medium for all those of us who won't give up the dream of stars that we were all mesmerised by, when we were kids.

You have the opportunity, you must now find the willingness. Why? Because only you can do it. You know the intricacies of your own code, the quirks and boulders that hide therin, you are the only one who can navigate it and make it workable and usable for the rest of us. It is the thing you will be remembered by, when you feel like looking back into space, 2,5 or more years from now. I know freespace will be around, and so do you. My name will be nowhere. Yours will be the next thing any noob will learn. as in...

1) FS2 open
2) PCS 2.----------> And when someone opens it up, and runs it, it will lead to its creator Kazan.   And believe you me, by then most early things like "Iraqui freedom" or its evolution "Weapons of mass Fraud-uction" will be way gone.

But PCS 2 won't. Because it will be the springboard that will lead to a million possible words, much like a blank page with a pencil used to. People will be able to translate their dreamworlds using FSopen and PCS 2 into a playable storytelling experience. It may not be the glory of a conqueror, but is glory just measured in blood spilled? Are those who built the Parthenon or Hagia Sophia not entitled to it? 

What would exist now, if they couldn't do it because they lacked the tools? Times have changed a bit. It used to be just artistic value that carried the day. Nowadays (as should), it is the tools that are WAY more important than those who use them, because of their VALUE, and also TIME and BRAINS that made those tools. Everyone can paint, few people can make gimp, and only one PCS 2. 

"Give us the tools to finish the job", was once said in a WW2 patriotic propaganda pic. I will not go that way. I will say that you gave us all a chance to see the best of all possible worlds (considering Fs2 open evolution) with PCS 2.0. Please don't deny us that future. Don't walk away from what would have been it.

Kazan, thank you for reading this (should you reach so far), and do tell your beloved that no matter what you choose to do, RESPECT and admiration of each and every one of us is a given.   
Title: Re: So PCS 2.0
Post by: karajorma on January 24, 2006, 09:46:17 am
Do it or GT-Keravnos will post again! ;)


Seriously though I've always been a big fan of PCS and a new version might pursuade me to actually start modelling again.
Title: Re: So PCS 2.0
Post by: Unknown Target on January 24, 2006, 10:04:54 am
Could you make it as easy to use as MODLVIEW32 please?
And less crash-prone/major system hoggish?
Title: Re: So PCS 2.0
Post by: IPAndrews on January 24, 2006, 10:59:41 am
:wtf: You know editting pofs is considerably more complex than viewing models... Thus there's a certain degree of complexity that must be present. I didn't think the last one was that difficult to use in all honesty once he'd gotten the preview window displaying everything.
Title: Re: So PCS 2.0
Post by: StratComm on January 24, 2006, 11:14:22 am
There's nothing inherently complex about editing POFs once they are compiled.  It's simply interpreting binary data files in a way that makes more sense to a human operator, none of which requires extensive computation or anything like that.  For what it can do, Modelview would currently be the tool of choice; it just doesn't have about half the features that you'd want in a POF editor working.  PCS works correctly, more or less, but is about as user-friendly as a Battlecruiser game.

The downside of the last version of PCS 1.x was that you had to close the preview window to, you know, actually use your computer.  Just fixing the way that thing refreshed would have made a world of difference (that, and fixing the miriad problems with the glowpoint editor) in making PCS 1.x not so bad to work with.  Plus tab support.
Title: Re: So PCS 2.0
Post by: Roanoke on January 24, 2006, 11:28:07 am
I never had any problems with PCS.
Title: Re: So PCS 2.0
Post by: Black Wolf on January 24, 2006, 12:01:19 pm
Kazan... We've Lauged together*, We've cried together**. Now, it's time for us to part. You have to make PCS 2.0, and I have to feed the duckies.

Please.

Do it for the Duckies.***

*No we haven't. This is a lie.
** Again, this is a blatant lie. I am a liar.
***There are in fact, no duckies.
Title: Re: So PCS 2.0
Post by: MetalDestroyer on January 24, 2006, 12:02:26 pm
/me think you have to finish the PCS 2.0 if you want a Star Wars mods  :ick:
I can't progress any further until I have those Overflow polycount with and without rescaling the model size. I got also several crash for some models like Death Star  :shaking: and the Home One.
Title: Re: So PCS 2.0
Post by: Starman01 on January 24, 2006, 12:22:29 pm
Same for the WCS-Mod :) I need it mostly for glowpoint import and maybe a better render window so I can finally dump modelview. But besides that, the old PCS was nice too and did it job (except for the stack overflow error, I really hate that  :mad: ) . Actually, it is one of the most needed things around here (escpecially since not all people have max and can mess around with the pof-exporter :) )
Title: Re: So PCS 2.0
Post by: Raptor on January 24, 2006, 01:11:48 pm
Same for the WCS-Mod :) I need it mostly for glowpoint import and maybe a better render window so I can finally dump modelview. But besides that, the old PCS was nice too and did it job (except for the stack overflow error, I really hate that  :mad: ) . Actually, it is one of the most needed things around here (escpecially since not all people have max and can mess around with the pof-exporter :) )
Seconded.  "Stack Overflow Error" makes me go:  :eek: :confused: :blah:

Even a hint of WHY it engaged would help.

Please finish PCS2... (Cute cat look)

Title: Re: So PCS 2.0
Post by: Nuke on January 24, 2006, 01:39:07 pm
if you dont work on it, im gonna break into your house and steal your copy of everquest :D


which of the four copies? (have to buy a copy for each account for account keys - i have two accounts and fiancee has two accounts)

il take em all whahaha, think of the look on your fiancee's face when she cant play eq, whahaha. and for spite il put up a forcefield around your genitals wahahaha!

now maybe some positive reinforcement:

maybe by working on pcs2 you can get demonkeyed.
Title: Re: So PCS 2.0
Post by: Unknown Target on January 24, 2006, 02:37:31 pm
:wtf: You know editting pofs is considerably more complex than viewing models... Thus there's a certain degree of complexity that must be present. I didn't think the last one was that difficult to use in all honesty once he'd gotten the preview window displaying everything.

Like StratComm said; Modelview32 is the tool of choice for what it does. (For me) That's because that it's got a big central viewer window that's used for everything, including hardpoint placement, which is a godsend, because I can see exactly where it's going. With PCS and inserting, say, engine glows, I open up modelview, move the gunport to where I want the engine to be, and copy the coordinates. I don't even know if PCS has the visual hardpoint placement function, because the viewer window is such a system hog when I open it up. No offense to Kazan, he did a great job, but the interface could definately be improved.
Title: Re: So PCS 2.0
Post by: StratComm on January 24, 2006, 03:00:45 pm
I said that with reservation; Modelview destroys the GLOW chunk so if a model has glowpoints you cannot use it safely.  However, I am all too familiar with the "get coordinates from modelview, edit data in PCS" approach.
Title: Re: So PCS 2.0
Post by: Starman01 on January 24, 2006, 03:13:37 pm
However, I am all too familiar with the "get coordinates from modelview, edit data in PCS" approach.

That's currently the best way of doing things. I also like modelview very much for it's GUI and it's good visual. To bad it didn't support all pof-chunk and has a memory hole bigger than the one in our ozon-sphere (grammar ?) :)
Title: Re: So PCS 2.0
Post by: NGTM-1R on January 24, 2006, 03:38:55 pm
which of the four copies? (have to buy a copy for each account for account keys - i have two accounts and fiancee has two accounts)

Then we'll steal your fiancee AND your copies of Everquest. :mad2:
Title: Re: So PCS 2.0
Post by: Taristin on January 24, 2006, 03:52:14 pm
Do it and we'll petition to get you de-monkeyed!*



*-maybe. depends on how good you code it.
Title: Re: So PCS 2.0
Post by: Nuke on January 24, 2006, 05:27:03 pm
oh and btw i dont think we have a multi-platform pof editor. it would be nice if the osx/linux crowd could convert models.
Title: Re: So PCS 2.0
Post by: Bobboau on January 24, 2006, 06:23:22 pm
because not finishing what you started makes baby Jesus cry (I am, btw, going to hell)

...do it or we will re-circumcise you!
Title: Re: So PCS 2.0
Post by: Flipside on January 24, 2006, 07:24:57 pm
Because the Great Noodly One has Spaketh! He commands henceforth that you are but an extension of his noodly appendage and you will work diligently to perfect the object his will commands!
Not to mention the fact that converting LWO's to POF's would make it about 10x faster for making my TI models ;)




Oh, and Please? :D
Title: Re: So PCS 2.0
Post by: Nuke on January 24, 2006, 08:16:04 pm
finish it or il vote republican in the next election :D
Title: Re: So PCS 2.0
Post by: Goober5000 on January 24, 2006, 08:34:34 pm
(I am, btw, going to hell)

Conviction is the first step to repentance. :nervous:
Title: Re: So PCS 2.0
Post by: MicroPsycho on January 24, 2006, 09:34:14 pm
Finish so n00bs such as myself can make POFs too!
Title: Re: So PCS 2.0
Post by: Black Wolf on January 25, 2006, 10:48:15 am
Duckies!
Title: Re: So PCS 2.0
Post by: GT-Keravnos on January 27, 2006, 01:39:52 am
... please?

Title: Re: So PCS 2.0
Post by: Getter Robo G on January 27, 2006, 08:43:07 am
I would be very pleased if this happened before I went blind, or rather to such an extent I can no longer read the screen... I have to stop driving my car today. (low blow I know) ;)

Title: Re: So PCS 2.0
Post by: Trivial Psychic on January 27, 2006, 09:52:40 pm
I would be very pleased if this happened before I went blind,...
I could make a certain off-colour comment... but I won't.   :drevil:
Title: Re: So PCS 2.0
Post by: Getter Robo G on January 28, 2006, 09:47:11 am
Damn you  :lol:

Trust me, if THAT was the cause it would have happened decades ago...  :nervous:

we now return this thread to relevancy...  KAZAN power go!
Title: Re: So PCS 2.0
Post by: I_E_Maverick on January 30, 2006, 05:22:20 am
so, why Kazan should do a PCS 2.0?

i tell you, you get a free ship of your choice build, any referrence will do, i do the rest.....with PCS 2.0 i could at least ;)
Title: Re: So PCS 2.0
Post by: Nuke on January 30, 2006, 08:34:33 pm
time to get sadistic
do it or wel duct tape you to a chair and make you listen to taped brodcasts of the rush limbaugh show. :D
Title: Re: So PCS 2.0
Post by: WeatherOp on January 30, 2006, 11:04:41 pm
time to get sadistic
do it or wel duct tape you to a chair and make you listen to taped brodcasts of the rush limbaugh show. :D

Nah, we will tie him down and make him go to church. :D
Title: Re: So PCS 2.0
Post by: Trivial Psychic on January 31, 2006, 12:52:42 am
So Kazan, have we given you sufficient motivation yet?
Title: Re: So PCS 2.0
Post by: Zinc Avenger on February 01, 2006, 06:35:28 am
With PCS 2.0 I could rule the world. Then I'd give you Australia.
Title: Re: So PCS 2.0
Post by: NGTM-1R on February 01, 2006, 06:41:24 am
I'm never going to get any of my stuff ingame without PCS 2.0

I promise to name a shipclass after you if I do get PCS 2.0. FS2 immortality. How 'bout it, Kazan?
Title: Re: So PCS 2.0
Post by: Kazan on February 01, 2006, 07:02:18 am
some of you clearly haven't seen the screenshots of 2.x

(http://www.ferrium.org/media/pcs-alpha-20050902.jpg)
Title: Re: So PCS 2.0
Post by: Taristin on February 01, 2006, 10:18:48 am
Now show it off with an HTL-optimized model with glow and shine maps! :nervous:
Title: Re: So PCS 2.0
Post by: Nuke on February 01, 2006, 01:08:56 pm
it has to do everything that pcs1 does, everything that modelview does, and have full autogen like the max plugin. also it should support modern textures, which no model program has done yet. also if it could display shine, glow and env maps that would be good too. perhaps make it possible to simulate turret movement (accurately) and interpret and edit submodel animations (output as table code). then make it cross platform. i guess you do all that and wel be happy.
Title: Re: So PCS 2.0
Post by: Kazan on February 01, 2006, 06:49:31 pm
i don't know how to do the fancy imaging effects :(

right now :D

fansy graphics are the last on the list.  And I'll even try to do some minor geometry editing eventually.
Title: Re: So PCS 2.0
Post by: Nuke on February 01, 2006, 08:38:53 pm
all i really want out of the geometry editor is tha ability to import and move submodels. also to be able to add lods and turrets to models without recompiling them.
Title: Re: So PCS 2.0
Post by: Unknown Target on February 01, 2006, 08:48:46 pm
I'd lke to be able to identify certain submodels and submodel groups as LODs, so I can just lump everything into one file and export it like that.
Title: Re: So PCS 2.0
Post by: Krackers87 on February 09, 2006, 10:13:53 pm
 Because PCS 1 kills my inner child.
Title: Re: So PCS 2.0
Post by: Getter Robo G on February 11, 2006, 05:24:50 am
Wish list of two things... Easy importation of turret models (or simply a invisible box). Say I have no skills, but thanks to Kazan's brilliance I can take a cap ship desinged for PCS2 use and switch out a barreled beam turret and throw in a missile rack (like a LMR20) in its place. Why , no real reason, I just think it would be UBER COOL!..

Shield creation from scrath (garunteeded no corruption as it's native and not a copy of a possibly flawed or just recopyed too much shield). I've had many instances where the addition of a shiled via import has reduced my pof fiel to 0kb DATA meaning it's corrupted and wont open in MV anymore.

It's a lot to ask for I am sure but it can't hurt to speak up! :D

(Whispers: Auto-gen for anything that needs a path, weapon/dock/whatever...)  :nervous:

[RUNS!]
Title: Re: So PCS 2.0
Post by: Nuke on February 11, 2006, 01:42:03 pm
autogen for everything damn it :D
Title: Re: So PCS 2.0
Post by: Unknown Target on February 12, 2006, 10:19:46 pm
So Kazan, did you come back to see us all beg for you to make it, or are you actually going to do some work? :p
Title: Re: So PCS 2.0
Post by: I_E_Maverick on February 22, 2006, 08:24:50 am
come on Kazan, do something on pcs 2.0, finish it, we really could use it ;)
all of us are already begging for it, what do you want more?
Title: Re: So PCS 2.0
Post by: I_E_Maverick on March 02, 2006, 04:23:19 pm
hey, kazan, are you still alive? come on, some updates would be cool. just tell what you need, i will try to get it for you ;)
Title: Re: So PCS 2.0
Post by: IPAndrews on March 07, 2006, 02:47:26 am
all of us are already begging for it

 :lol:

Ok, ok. Laughing at that was very childish.

 :nervous: :) :lol:
Title: Re: So PCS 2.0
Post by: Kazan on March 07, 2006, 06:47:53 am
i'm alive.. i swear i'll get the motivation up to work on it sometime.  I guess since i program at work during the day m interest in coding when i get home is significantly less (especially since my dayjob is BORING CODING)
Title: Re: So PCS 2.0
Post by: Nuke on March 08, 2006, 05:58:06 am
i know that feeling, after a hard days work id rather crash on the couch with a bag of chips in onehand and the remote in the other. maybe spend an hour or two modding on the weekends. maybe i can convince the government that im insane and have them give me free money to live on so i can mod full time. that would be cool.
Title: Re: So PCS 2.0
Post by: IPAndrews on March 08, 2006, 06:26:14 am
But Kazan, this is FUN CODING!  :D
Title: Re: So PCS 2.0
Post by: Flipside on March 08, 2006, 08:27:59 am
That's always the downside of making a job out of a hobby though :( It can sometimes ruin both. I found that with music, I love making tunes, but the when I did it for a living it became a chore instead of a pleasure.
Title: Re: So PCS 2.0
Post by: Cobra on March 08, 2006, 08:45:28 am
Here's my motivation:

Finish the damn thing or no mods for you. :p (or US, for that matter :nervous )
Title: Re: So PCS 2.0
Post by: Getter Robo G on March 08, 2006, 03:50:08 pm
Sigh... (Amatuers)

Cobra: You DO realise he can/will create his own universe. (so basicly you just made an empty threat)...


KAZAN: Save your strength , but remember: Work = Bad coding.  Modding - GOOD/FUN coding
! :D
Title: Re: So PCS 2.0
Post by: Raptor on March 09, 2006, 02:02:36 am
KAZAN: Save your strength , but remember: Work = Bad coding.  Modding - GOOD/FUN coding
! :D

True.

Just count yourself lucky you HAVE a job Kazan... :sigh:
Title: Re: So PCS 2.0
Post by: Nuke on March 09, 2006, 01:29:13 pm
i could probibly score a texture artist job at any game company if i wanted to, but that would just spoil the fun of it.
Title: Re: So PCS 2.0
Post by: I_E_Maverick on March 26, 2006, 01:24:48 pm
so, some weeks have passed again, i ask again, and again, and again, any progress?
Title: Re: So PCS 2.0
Post by: Nuke on March 28, 2006, 02:52:49 am
i demand chips!
Title: Re: So PCS 2.0
Post by: IPAndrews on March 28, 2006, 03:14:50 am
Sod PCS2. Just fix the glowpoint import on PCS1. Alternatively train me a monkey to copy and paste B5's 150 glowpoints to a new pof.  :hopping:

(actually I'm not hopping mad, it's just a great smiley).
Title: Re: So PCS 2.0
Post by: Scooby_Doo on March 28, 2006, 03:32:00 am
I'll agree with the glowpoint importing... 150 ouch talk about work.... oh and autogen glowpoints would definetely be a time saver, instead of using EngGlow points..


Oh and ya, the faster I can get a model from MAX into a working POF the more models I can release  :) ;)
Title: Re: So PCS 2.0
Post by: StratComm on March 28, 2006, 03:46:17 am
Sod PCS2. Just fix the glowpoint import on PCS1. Alternatively train me a monkey to copy and paste B5's 150 glowpoints to a new pof.  :hopping:

(actually I'm not hopping mad, it's just a great smiley).

I'm not a trained monkey, but I can do that in one simple step (and about 5 seconds).  You just need a hex editor.  Heck, Notepad might even do it if you knew what to look for.
Title: Re: So PCS 2.0
Post by: Darkhill on March 28, 2006, 01:05:22 pm
Don't know if it was said or not before, but support for large poly objects.  Like things above 4-5k polys.  Seems importing a cob with over 4k faces makes it crash every time.  Though doesn't seem to have a problem if the pof has that many faces.
Title: Re: So PCS 2.0
Post by: Starman01 on March 28, 2006, 01:22:12 pm
That shouldn't be happening, do you use the latest version ? I'm using 1.3.42 and I have no problems with high polygon objects
Title: Re: So PCS 2.0
Post by: Nuke on March 28, 2006, 02:31:53 pm
yes, working glowpoint import is what keeps people from using glowpoints. fix that and everyone would be happy.
Title: Re: So PCS 2.0
Post by: Darkhill on March 28, 2006, 05:33:41 pm
That shouldn't be happening, do you use the latest version ? I'm using 1.3.42 and I have no problems with high polygon objects

Yup, I had 1.3.4.  Got that version and had no problem loading my 11,000 poly beast.  Now only in Modelview would open it.
Title: Re: So PCS 2.0
Post by: StratComm on March 28, 2006, 05:54:24 pm
Modelview has so much potential, it's a shame it's lost on memory leaks and its inability to preserve data chunks that it does not recognize  It's 3d interface is much better than any other real mod tool out there.
Title: Re: So PCS 2.0
Post by: Scooby_Doo on March 28, 2006, 08:05:46 pm
Speaking of Modeview, does anyone remember HSWE for Homeworld? I really like the interface and easy of use. kinda like ModelView. You could setup and add turrets on the fly, make duplicate turrets, mirror them..etc without reconverting. Although I'm sure POF's way too incompatible with PEO files to make a conversion.

http://tatooinebase.star-fleet.org/IMAGES/T-Mat1.jpg
http://tatooinebase.star-fleet.org/IMAGES/T-Mat2.jpg
http://tatooinebase.star-fleet.org/IMAGES/Apollo.the.making.of.02.jpg
Title: Re: So PCS 2.0
Post by: Getter Robo G on March 29, 2006, 02:29:58 pm
Hmmm, for MOST PEO files no prob. sometimes it has a problem with seperate objects not converting over completely. IE in the peo the mainbody is there, when turned into .cob the main body disappears and only the turrets appear in the space around it. turning into a .wo or .3ds works but then converting to .cob from that also fails. that's an issue that I don't understand (since I am not a modler I hope I explained it correctly). But teh potential is there, I've done many HW  conversions or my personal use.