Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on July 04, 2006, 05:47:43 pm

Title: PCS 2.0 ... any word?
Post by: TrashMan on July 04, 2006, 05:47:43 pm
What say you Kaz?  :D

We all could use it.

the 1.3.4. chrashes quite often... for instance when I loaded a model and want to load another (o have to close and start up PCS again) .. or when I try to Import Glow data....
Title: Re: PCS 2.0 ... any word?
Post by: Nuke on July 05, 2006, 02:23:03 am
didnt the glow data import get fixed?
Title: Re: PCS 2.0 ... any word?
Post by: aldo_14 on July 05, 2006, 03:28:44 am
didnt the glow data import get fixed?

I thought so.
Title: Re: PCS 2.0 ... any word?
Post by: TrashMan on July 05, 2006, 08:56:53 am
Well, it crashes on me. What is the latest version? Can I get a download link?
Title: Re: PCS 2.0 ... any word?
Post by: Starman01 on July 05, 2006, 01:25:21 pm
Kazan posted a link in the last PCS 2.0 Thread. I don't have the link handy right now, just make a search for it :)

(Edit) Try this one, maybe it's the right build :

http://www.hard-light.net/forums/index.php/topic,39279.0.html
Title: Re: PCS 2.0 ... any word?
Post by: TrashMan on July 05, 2006, 04:07:43 pm
Thank you very much good sir :D


nOW to add glowy goodnes to all my ships :D
Title: Re: PCS 2.0 ... any word?
Post by: TrashMan on July 06, 2006, 04:30:54 pm
It works, but sadly Bob's Orion and mine seem to be unaligned.
When I import the glows they are all misplaced..seems that his and mine have the axis in differnt places. No matter, I'll jsut have to do it manualyl then.

The problem is that the PCS shows the glows as white boxes, while hte ship is allso white.  I can't see a darn thing. So to put glows I had to move around a bogus subsystem in Modelview and write down the coordintes.

Now the Orion Mk2 and Lancer are glowed with running lights and stuff, and the Hecate has some glows too, but this should be easier. I can't wait for 2.0 to finalyl come out...
Title: Re: PCS 2.0 ... any word?
Post by: Scooby_Doo on July 06, 2006, 06:18:05 pm
The problem is that the PCS shows the glows as white boxes, while hte ship is allso white.  I can't see a darn thing. So to put glows I had to move around a bogus subsystem in Modelview and write down the coordintes.

Heres what I've done to make it faster.  Each gun setup, eye, missile, etc is a unique EngGlow0X-0X (engine 1, eye 2, guns 3-4, etc.... symetric entryies (like guns) don't need both sides) Convert it to pof, save it to a temporary pof file. Load a second copy of PCS.  Open up that temp pof.  Then copy and paste values from one PCS to the other :-)

Oh and if the newer PCS version complains about stack problems, convert it with the old version and save first.  I've noticed the newer one is way more touchier when it comes to stack problems.
Title: Re: PCS 2.0 ... any word?
Post by: Pnakotus on July 06, 2006, 08:23:14 pm
So there's no way to texture the preview?  I'm trying to move engine points, but I don't even think it gives any feedback on the model so I'm just guessing coords.  :(
Title: Re: PCS 2.0 ... any word?
Post by: StratComm on July 06, 2006, 10:36:19 pm
It works, but sadly Bob's Orion and mine seem to be unaligned.
When I import the glows they are all misplaced..seems that his and mine have the axis in differnt places. No matter, I'll jsut have to do it manualyl then.

The problem is that the PCS shows the glows as white boxes, while hte ship is allso white.  I can't see a darn thing. So to put glows I had to move around a bogus subsystem in Modelview and write down the coordintes.

Now the Orion Mk2 and Lancer are glowed with running lights and stuff, and the Hecate has some glows too, but this should be easier. I can't wait for 2.0 to finalyl come out...

That actually matters, you should probably line your Orion's center up with the one from the MediaVPs.  I made an extra effort to make sure it matched the original Orion when it was last converted.
Title: Re: PCS 2.0 ... any word?
Post by: Scooby_Doo on July 06, 2006, 11:00:36 pm
So there's no way to texture the preview?  I'm trying to move engine points, but I don't even think it gives any feedback on the model so I'm just guessing coords.  :(

Try putting a gun mount where the engine glow is and move the gun mount until your happy with where it's suppose to go, then move the engine to that spot and delete the gun mount.
Title: Re: PCS 2.0 ... any word?
Post by: Starman01 on July 07, 2006, 01:30:25 am
Unfortunately the render-window in PCS was always the only "not so good" feature (I don't want to say bad :) ) in PCS.

THe render-window does work, it's just a matter of where to put the texture files. It's either alligned to the folders you can setup, or try to have the pcx-files in the same folder as the pof you are trying to open.
Title: Re: PCS 2.0 ... any word?
Post by: Nuke on July 07, 2006, 02:22:20 pm
a big problem i have with pcs and modelview is neither support modern texture formats/resolutions. pcs2 should adress this problem.
Title: Re: PCS 2.0 ... any word?
Post by: TrashMan on July 07, 2006, 07:52:57 pm
It works, but sadly Bob's Orion and mine seem to be unaligned.
When I import the glows they are all misplaced..seems that his and mine have the axis in differnt places. No matter, I'll jsut have to do it manualyl then.

The problem is that the PCS shows the glows as white boxes, while hte ship is allso white.  I can't see a darn thing. So to put glows I had to move around a bogus subsystem in Modelview and write down the coordintes.

Now the Orion Mk2 and Lancer are glowed with running lights and stuff, and the Hecate has some glows too, but this should be easier. I can't wait for 2.0 to finalyl come out...

That actually matters, you should probably line your Orion's center up with the one from the MediaVPs.  I made an extra effort to make sure it matched the original Orion when it was last converted.

The strange thing is - so did I.... :wtf:
Title: Re: PCS 2.0 ... any word?
Post by: StratComm on July 07, 2006, 08:52:28 pm
a big problem i have with pcs and modelview is neither support modern texture formats/resolutions. pcs2 should adress this problem.

Yeah, and it's a shame that Kazan has gone back into the neather-realm of wherever it is he goes.  I somehow doubt we'll ever see a fully-functional PCS 2.

The strange thing is - so did I.... :wtf:

Then you'd better check yours again.  Unless you're talking about the runway glows, in which case yes, any variation you made of the Orion won't match there as the runway is constructed differently so they may both be close to correct.  But I know the Media VP has its axis exactly where it is supposed to be.  Just check the subobject the glowbanks are assigned to; I noticed they were... odd on a version in one of the older MediaVP sets.
Title: Re: PCS 2.0 ... any word?
Post by: Nuke on July 08, 2006, 03:35:51 pm
hey is anyone working on modelview, it has potential, just needs more features and texture support :D
Title: Re: PCS 2.0 ... any word?
Post by: Scooby_Doo on July 08, 2006, 04:24:16 pm
It's too bad PCS isn't open source, look whats been done with freespace. Especially since it's a necessitity for freespace.
Title: Re: PCS 2.0 ... any word?
Post by: taylor on July 08, 2006, 05:16:50 pm
hey is anyone working on modelview, it has potential, just needs more features and texture support :D
Yeah, unfortunately the modelview code is such crap that large portions of it need to be rewritten for better texture support/handling.  :sigh:
Title: Re: PCS 2.0 ... any word?
Post by: Nuke on July 09, 2006, 01:45:57 am
another thing id like to see is a fully cross-platform model viewer and editor that can do everything the existing tools do. it would have to be fully featured enough to completely replace the other tools so that people on linux or osx can have as good a conversion as people on pc do with pcs and modelview combined (some stuff pcs is better at and other stuff modelview is the way to go). it would also need to support model formats native to osx and linux modeling tools in addition to pc-centric formats like 3ds and cob.
Title: Re: PCS 2.0 ... any word?
Post by: Kazan on July 21, 2006, 09:10:26 pm
It's too bad PCS isn't open source, look whats been done with freespace. Especially since it's a necessitity for freespace.

you're on crack :D

http://alliance.cvs.sourceforge.net/alliance/pcs2/


the nether-realm i've been hiding is has been trying to get back into shape,going to soccer games and boffing my fiancee

[edit]oh nuke.. pcs2 is being designed cross-platform.  taylor could help me out a lot there if he ever gets time from his codeathon on the engine
Title: Re: PCS 2.0 ... any word?
Post by: Scooby_Doo on July 22, 2006, 12:22:21 am
OH! :eek2: My bad then.  bookmarked it for latter. Maybe someday when I'm in a coding mood I'll give it a better look at.  :)

How is importing working on in PCS2 so far? Is it a plugin based where you can latter add different file formats (3ds)?  I don't know how hard it is do to plugins in c/c++ but in c# it's way too easy LOL.
Title: Re: PCS 2.0 ... any word?
Post by: Harbinger of DOOM on July 22, 2006, 01:57:54 am
It's too bad PCS isn't open source, look whats been done with freespace. Especially since it's a necessitity for freespace.

you're on crack :D

http://alliance.cvs.sourceforge.net/alliance/pcs2/


the nether-realm i've been hiding is has been trying to get back into shape,going to soccer games and boffing my fiancee

[edit]oh nuke.. pcs2 is being designed cross-platform.  taylor could help me out a lot there if he ever gets time from his codeathon on the engine
Cross-platform? You mean it'll be available for Mac too?
Sweet.
Title: Re: PCS 2.0 ... any word?
Post by: Kazan on July 22, 2006, 08:37:23 am
It's too bad PCS isn't open source, look whats been done with freespace. Especially since it's a necessitity for freespace.

you're on crack :D

http://alliance.cvs.sourceforge.net/alliance/pcs2/


the nether-realm i've been hiding is has been trying to get back into shape,going to soccer games and boffing my fiancee

[edit]oh nuke.. pcs2 is being designed cross-platform.  taylor could help me out a lot there if he ever gets time from his codeathon on the engine
Cross-platform? You mean it'll be available for Mac too?
Sweet.

on intel macs anyway compiled with wxMac for localization.. for non-intel-macs i'd need taylors help
Title: Re: PCS 2.0 ... any word?
Post by: Kazan on July 22, 2006, 08:38:19 am
How is importing working on in PCS2 so far? Is it a plugin based where you can latter add different file formats (3ds)?  I don't know how hard it is do to plugins in c/c++ but in c# it's way too easy LOL.

it's not very difficult to add new file formats - much easier than PCS1 because the editor has it's own internal format - PMF - all files are in it while being editing, saving to POF does the BSP split (The hardest part of saving to pof)
Title: Re: PCS 2.0 ... any word?
Post by: taylor on July 22, 2006, 03:05:06 pm
Well after half a day, I've finally got PCS2 building and running on Linux.  Quite a few changes and bug fixes had to be done first, and I'm rather surprised that the thing even worked in Windows.  Wasted over an hour just tracking down numerous segfaults.   :rolleyes:   ;)

Next job is to make sure it's 64-bit compatible, then get it in an Xcode project and ported to big-endian.  When I can steal some time to work on it again anyway.  :)
Title: Re: PCS 2.0 ... any word?
Post by: IPAndrews on July 22, 2006, 03:34:01 pm
the editor has it's own internal format - PMF

Any reason why?  :confused:
Title: Re: PCS 2.0 ... any word?
Post by: Kazan on July 22, 2006, 05:13:34 pm
do you have write access to CVS?

it's not even in an alpha-state, i'm not suprised it was segfaulting
Title: Re: PCS 2.0 ... any word?
Post by: taylor on July 22, 2006, 06:46:28 pm
do you have write access to CVS?

it's not even in an alpha-state, i'm not suprised it was segfaulting
Pretty sure that you gave me write access a while ago, or at least you said you were going to.  I haven't actually tried to commit anything yet though.  I'll probably wait until I've got some basically working OS X code before I try and do that.  I had wanted to try and sync up my FS2NetD server changes at one point, but the newest version of the code is stuck on MatthewPapa's server and I still don't think it's online yet.

Is what's in CVS for PCS2 what you are currently working with?  I don't want to do too much work on something that's out of date since I'll just have to update it again later.  I know that there were some new files in there in the last day or two so I assumed that it's basically current.
Title: Re: PCS 2.0 ... any word?
Post by: Vasudan Admiral on July 22, 2006, 07:26:15 pm
Wow, can't wait to see the results of this. :D
I've got a 20-something thousand and a 60-something thousand poly model just waiting for PCS 2. (I can't convert them with any version of PCS 1 - they just crash after a lot of processing, and I don't yet know enough about Max to be able to use Styxx's converter)

If you need a tester or anything, let me know - I'd love to help out if I can. :)
Title: Re: PCS 2.0 ... any word?
Post by: Kazan on July 22, 2006, 10:57:05 pm
do you have write access to CVS?

it's not even in an alpha-state, i'm not suprised it was segfaulting
Pretty sure that you gave me write access a while ago, or at least you said you were going to.  I haven't actually tried to commit anything yet though.  I'll probably wait until I've got some basically working OS X code before I try and do that.  I had wanted to try and sync up my FS2NetD server changes at one point, but the newest version of the code is stuck on MatthewPapa's server and I still don't think it's online yet.

Is what's in CVS for PCS2 what you are currently working with?  I don't want to do too much work on something that's out of date since I'll just have to update it again later.  I know that there were some new files in there in the last day or two so I assumed that it's basically current.

yes, i work out of head and i routinely make sure i'm in sync - i should get emails every time a commit happens.  Just make sure everything stays write-once compile-many :D