Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Kazan on July 10, 2002, 11:36:11 am
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There is a new renderer [speed++, stability++] and it's locked always on. You can pick up the new version at https://sourceforge.net/projects/alliance/
sorry, no more fancy installer, just a zip
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w00t!
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I think I'm doing something wrong but I don't see anything anywhere on what it is so here goes.
I extracted the files to a directory. I double click the EXE and:
PCS.exe - Entry Point Not Found
The procedure entry point ilDeleteImages could not be located in the dynamic link library DevIL.dll.
??
Once its working, I'm sure it will be cool.
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ok icefire.. that's ueber weird... what version of windblows are you running
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Hmmm. I got "The PCS.EXE file is linked to a missing export DEVIL.DLL:ilDeleteImages"
And then a one saying a device is not attached to the system.
Sounds like you just need to include the dll.
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Getting the same problem here
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doh! i just realized what i did... doh doh doh... grrr ... new file will be released in five minutes
fixed - the dlls included were older versions, PCS 1.2.00 was linked against much newer versions, they are in the new file under the PCS 1.2.00 release
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Doesn't show the model, just a tiny white cube and it stalled when I clicked Ok on the renderer view command window.
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you gotta zoom in on the model, if it's white that means it didn't find the textures in the vps or in /data/maps
stalling, dunno
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The stalling's probably just beause my computer is a piece of crap.
As for the zooming, it'd zoom in until the thing was about 1mm*1mm (although I do have my res on like 2046*whatever) and then it'd start zooming back out.
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that's because it probably caused and inversion.. my screen navigation code is as of yet primative
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im calling it a day when it comes to coding, but I'm going to add better controls [ a control window ] hopefully mouse control eventually.
I'll be adding wireframe and solid modes [i just have to add a state varaible and either remove the bind texture and replace it with a color for solid, or do solid + change the glBegin() flag from GL_POLYGONS to GL_LINE_STRIP for wireframe]
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cool; I will try this out in a little while.
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Wow. I've never seen this before. And after getting the latest version of ModelView two weeks ago, I think I'll actually be able to edit some POFs!
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Ok....it works now. But umm...model preview choaked up and died and I'm about to reset because of memory usage going through the roof.
Can I disable that?
And system specs incase its a more widespread problem.
PIII 733, 384mb PC-133 ram, GeForce 2 GTS 32mb (latest nVidia drivers). Windows XP Home Edition with the latest service packs and updates.
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the renderer is currently locked on... until i can find a way to open and close the second thread without terminating the main thread *annoyances*
grr i had another joystick [a refurbished force 3d go ****out on me today] im going to shoot the dude who sold me it
btw my test system
P III 600mhz, ATI Radeon 32meg DDR with Catalyst 0.21 drivers, 1600x1200 resolution
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Can't you just make it return a null (or invalid) response thing upon clickage of a Close button to get it to kill the renderer and go back to the main?
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How do you get it to import data (pathing, dock, turret)? The buttons don't seem to work.
EDIT: Also, the old "import POF extended data" was helpful as a whole; I do a lot of post-pofing editing to models and being able to pull in all thrusters, paths, docks, subsystems, etc from an older copy of a ship in one go is extremely useful. Having it present alongside the import buttons, as an alternative if you will, would be better I think.
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How many times do I have to say it?
The Freespace forums exist for a reason. :p
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For sure Shrike. This definately allows us to show both our interest and our desire to help the programmers get us the best tools around. And that has been the result so far...upwards and onwards no doubt!
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the import features will be restored with time, im working on looking for the stuff with glut
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The first person to include a UV mapper as part of their POF editor, wins!!! :D:D:D
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*Sigh* do you know how complex UV mapping is? do your UV mapping in the modeling engine perferably, - i could let you manually edit your UV coordinates, but that would be an ueber ***** to code, and would be slated for perhaps PCS 2.0, im going to complete the renderer and all it's features first,, right now OpenGL is fighting me on something, one it stops doing that i should be able to hurry up and get the rest of it done
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Kaz... the suite can't handle too big of models... I tried to load quite a big model into it... and it just crashed. Smaller ships work fine... Whats the limitations of polys/textures you can load?
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vadar: there are none - it's 100% pure dynamic loading
I jsut loaded the SBD Diablo [dunno who made that model] into it, no problem... if cptwhite would give me a copy of Babylon 5 i'd try it with the ultimate fat model. I have to get this glColor() problem fixed and then i'll work on my navigation code
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actually.. the SBD Diablo doesn't work on Build 58 [1.2.00 public]... it works on Build 59
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ok the problem i've been fighting with is fixed, tommorow i can proceed to start impelementing the useful features that actually show you things - like your firepoints, shields, etc
I will make what's shown context-based [ie what editor you have open]
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(http://www1.cedar-rapids.net/kazan/RenderGunPoints.jpg)
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:D:yes:
sweeet!
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the version out there has a memory leak the size of Mt Everest
it has been fixed in the developement version, but it's not in a releasable condition atm
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ok i have it into a releasable condition
http://sourceforge.net/project/showfiles.php?group_id=26889&release_id=99645
Red = Missile Point
Yellow = Gun Point
Also what ever object is last selected in the OBJ2 editor is the "root" object used by the renderer - ie for ships like the Orion that have their LOD1 instead of their LOD0 as their OBJ2[0] and other uses
(http://www1.cedar-rapids.net/Kazan/PCS1_2_1.jpg)
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i opened the diabalo, and the whole thing slowed right down. it sort of lets you move, freezes, lets you move, freezes. my computers a pent3 700mhrz with a geforce2 card. (if that helps at all.) pcs is proving too hard to use at the moment, it doesn't just freeze the render, it freezes the mouse. is this pcs or my computer :confused:
hehe, mabey you could meld pcs with the pofview proggy, that has heaps of things you can view
(path lines, invisable textures, quadrents of the model etc), but you can't edit a thing. the bad bit is it shows the model as it would be shown in fred. so the textures are all demented.
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I have yet to get it to render a model with textures, what does it look for and were and how
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im still implementing the renderer, i implemented paths and shields today
and it's your computer
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and it's your computer
That doesn't really help him does it? If he's got a problem with a piece of software written by you...then you should endeavour to discover why he has a problem and not blame his computer right off the bat. If it doesn't appear to be a problem with your software (ie. it runs fine on innumerable other computers) then maybe it is his machine. At least consider the possibility.
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strange, my computer runs everything else fine, even multiple 3d things fine. and the display windows are all considerably larger than pcs's. closing all other proggys doesn't really help either. and my computer's a pent 3. A LOT of people have pent 2's. if i can't run it, a lot of people won't be able.
and how does this work?
it runs on:
btw my test system
P III 600mhz, ATI Radeon 32meg DDR with Catalyst 0.21 drivers, 1600x1200 resolution
and doesn't run on:
P III 700mhz, AGP NVIDIA Ge-force2 32meg SDD with latest drivers, 1152x864 res
:confused: :confused: is it my graphis card?
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I've got a similar system and while the POF display in the latest version now works for me....I have to reset afterwards because it starts loading everything from the hardrive swap files. I think this problem will hopefully resolve itself as Kazan tweaks the code and that it will just take some time. Kazan, while your in there....are you going to add the Moment of Inertia stuff into POF CS? That seems to be pretty important (and according to Et1, the center of mass is not so scratch that out).
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The Swap Files: That's a memory leak in 1.2.00 - a massive one because it's in the cod e that's called multiple times each frame is rendered [n sobjs * leak 1, n texured poly gons * leak 2, n untextured polygons * leak 3]
i corrected it in 1.2.1 and the download link is above
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I've updated it and that still seems to be the case. I'll ensure that I am using the latest version and get back to you about it (just incase).
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the version stamp should be 1.2.1 Build 59
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yup, i got that one, and its still jerking, although it's better than the first one which was 2 jerks per second, this one is one slightly longer jerk per second.
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Yup...1.2.1 Build 59. This is what happens.
Compaired to the previous release...its much better. The model image comes up in a snap (which was a problem previously). No problem. The problem enters when I start trying to rotate it around. The more rotations...the heavier the HDD load times become until its pretty unbearable. I waited a bit to see what would happen and then I just had to Crtl-Alt-Del and break out of it.
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weirdness
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i didn't have to go that far. it was just consistantly jerky. and i just compared versions, you've added import functions everywhere ;7 now THAT will be cool :) :nod: and useful.
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could you put everything in one window like modelview? separate windows, well, annoyes me.
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it annoys me too, but using win32 API to initialize the window is to say the least ungodly, im using GLUT, and also i'd have to completely redesign everything
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Originally posted by Kazan
it annoys me too, but using win32 API to initialize the window is to say the least ungodly, im using GLUT, and also i'd have to completely redesign everything
just merging the two windows isn't possible? I thougth such a config would reorganize the buttons all by itself, in fact.
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no such a config would not reorganize all the buttons by it self - computers do not do anything by them self
and with using GLUT to initialize opengl it IS impossible
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oh well.
how did HH do anyway? I dunno anything about GLUT or whatever anyway, was just telling ya what I'd like, just like everybody else.
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Heiko could have used the SDL and compiled it in, unlikely
Heiko could have also done straight win32 initialization which is likely
Heiko is also clearly far more expirienced with OpenGL than I am and probably had a copy of the initialization code sitting around in a manner he needed
and are you SURE he's using OpenGL and not D3D
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I think he said it was OpenGL.
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Originally posted by Kazan
Heiko could have used the SDL and compiled it in, unlikely
Heiko could have also done straight win32 initialization which is likely
Heiko is also clearly far more expirienced with OpenGL than I am and probably had a copy of the initialization code sitting around in a manner he needed
and are you SURE he's using OpenGL and not D3D
Coding credits;
Written by Heiko Hermann
Additional OpenGL coding by Steve Klinger
Several parts taken directlye from (balh) and FS2View by Garry Knudson
BTw, I get about 95% memory use with the latest build :(. My system normally (no programs open) has only about 23% (albeit, my whole Pc is badly optimised).
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there will be more allocative efficiency in future versions, as it is i am still making copies of data, that will be resolved
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for a version in the future, with the pof2cob function, would it be possible to make it so the firing points and normal are converted to lights? or am i just rambeling on about nothing.....
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I still get a massive memory leak with the latest version (1.2.1), on the order of over 30 megs per second. :(
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im working on the mem leaks
and the pof to cob conversation features will be added latter, they're low priority
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and the pof to cob conversation features will be added latter, they're low priority
cool. that would make reskins and re-do's heaps easier thanx :)
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Stack overflow protection was engaged,
Please contact Kazan and provide a copy of this model.
Compile Aborted after GenerateBSP reached depth of 1000 recursions.
Help? It does this with any model I try to convert now, it worked originally but after a while it started doing this...is it the memory leak or is it something else?
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it's your model files
stop using blender
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i used lightwave on these...
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any modeling program can cause the error.. belnder is the most common.. it happens when more than 16 polygon's centers resolve to the same point in 3d space.. basically it says the model is geometrically defective and/or not suitable for BSPing
or is this a very LAAAAARGE and complex model? because it could get a false-positive in the detection system
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the model is simple in the extreme....50 polys to be exact forming a double canister look, are there any other model defects that can cause this because i really doubt that 16 of those 50 are around the same centerpoint.
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I have yet to successfully convert a 2000 or LESS poly model from COB to .pof using the PCS...
on 10 models half of them simply fail "encountered unknown error, would you like to tell microsoft?" HELL NO!
on the other half it fails by saying "polugon points > 20"
????? these are small enough to run in game what's the poblem?
Is there another program I canuse to get other files (not just COB's) converted to .pof's? I gathered 30 or 40 models I want to use and think that half them are definatly within the poly limit...
Any help would be appreciated...
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As far as I know there is no other format (apart from truespace .scn) which can be converted. There are other converters however. Have you tried looking on the HLP download page for cob2fs2 or one of the other DOS based converters?
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Originally posted by Star Dragon
I have yet to successfully convert a 2000 or LESS poly model from COB to .pof using the PCS...
on 10 models half of them simply fail "encountered unknown error, would you like to tell microsoft?" HELL NO!
on the other half it fails by saying "polugon points > 20"
????? these are small enough to run in game what's the poblem?
Is there another program I canuse to get other files (not just COB's) converted to .pof's? I gathered 30 or 40 models I want to use and think that half them are definatly within the poly limit...
Any help would be appreciated...
"poly points>20" normally means you haven't triangulated the models. Or, to be more precise, a polygon has >20 vertices. I think it may also occur with too high a polycount (not sure... )
I think PCS either doesn't convert unloded models, or you have to glue a light to the main hull (to do an unloded model).. I always LOD stuff, so I dunno.
I have, admittedly had a few problems with converting the odd model - but I had an older version of PCS with those. You can try cob2fs2 off of VWatch if you need to, although it - AFAIK - isn't as good.
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Where can i get one of the older versions? before PCS 1.2? I never had this problem with the old one and given that 2 out of 10 missiles that I've tried to convert in the last 2 days refuse to convert, I'm worried. I will note that these are two of the simplist ones.
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narol check your models - nothing in the compiler has changed in recent versions.. noting in the BSP code or any other primary compilation code - it is your models
Dragon the highest number of poiints al,lowable in a polygon is 20 points - this is a freespace 2 rule
you have to group the objects [either multiple geometry pieces glued togeather or a single glued to a light]
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Originally posted by Kazan
Dragon the highest number of poiints allowable in a polygon is 20 points - this is a freespace 2 rule
having polys with that many vertices in a LPM is nonsense anyway. Btw, Kazan, I know PCS can convert models with more polys than some other converters ( 5000+, I know, woomeister just converted the ryujin succesfully ), just wondered if the 3D viewer itself could handle them too? can't check now, I still have some stuff to install on my PC ( I hate PC crashes ).
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well, thats exactly the thing, same model, same polys, rebuilt exactly the same way 3 times and it only worked on the second...is that 16 polys that are over the same point in the center of the model or is that 16 polys sharing their center points?
Also, the second model, a simple tube missile with 8 fins in the aft, no matter what i've done with it, it wont convert. Is it the fins?
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sharing 3d center points
the renderer's ability to handle high poly counts depend on your video card - it's designed to handly unlimited polycounts
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That's why I'm getting models off sites, from donations, or buying them from modlers. I have models in 3DS, 3MAX, Lightwave, and COB, VRML, RD, and some other formats I don't remember... I heard people use some of these in FS2 so how do they convert them? will search the net for more COB convertes, L8tr..
Thanks for the info so far...