Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on April 09, 2006, 04:08:46 pm

Title: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Kazan on April 09, 2006, 04:08:46 pm
http://www.ferrium.org/misc/PCS_1.3.6_b73_20060408.zip
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals
Post by: Bobboau on April 10, 2006, 02:35:58 am
yays!
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: IPAndrews on April 12, 2006, 04:13:51 am
Breaking news: Kazan flogs dead horse. Masses happy.
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals
Post by: aldo_14 on April 12, 2006, 05:18:45 am
Breaking news: Kazan flogs dead horse. Masses happy.
The horse was a bit peeved, though.
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Kazan on April 12, 2006, 10:12:30 am
heh
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: WMCoolmon on April 14, 2006, 01:19:35 am
It's not dead, just sleeping.



The maggots are all fake.



No, the leg is not being kept clean to feed PCS2...
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals
Post by: aldo_14 on April 14, 2006, 03:20:40 pm
It's pining for the fjords.
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Kazan on April 14, 2006, 03:33:38 pm
If you can see the Fnords, they won't eat you.
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Scooby_Doo on April 19, 2006, 12:04:22 am
Kazan did you do any changes to the cob->pof importer? 1.3.42 release 71  (4-3-2004) build successfully converts a cob file while the newer ones have stack errors. If nothing else I just convert with the old one, save as a temp.pof file and import glow/etc settings with the new one.

Edit: Nevermind, on the old version it would just lockup.

Btw what causes a this scenario?
Turret subgroup is saved as in a cob file and successfully converts.
I have a base model that successful converts, but when i add the turret subgroup it gives a stack error.
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Kazan on April 19, 2006, 06:53:15 am
geometery error - coincidental polygons

PCS2.x will just truncate a branch of the BSP tree [drop polygons] when this happens
Title: Re: PCS 1.3.6 build 73 - Gun/Missile point normals enabled
Post by: Scooby_Doo on April 19, 2006, 02:11:40 pm
Thats good to hear 2 will prevent that problem.  It's too bad that the actually polygon numbers most likely get mixed up during conversion from max->cob->pof, it would be nice to know which ones were giving the problems and correct the problem rather than simply ignore it (course if it's a sliver poly that gets dropped, who cares LOL)

Outside of simply dropping the turret for now, is there any ad-hack workaround? And does the newer version of falseSpace still suffer from float point rounding?