Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Kazan on March 27, 2014, 03:10:50 pm
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.... put up with my ****. I was reading my old posts related to PCS2. GAWD I WAS A DICK!
So..um. Sorry guys. :banghead:
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So...... welcome back! :D
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heh i check in from time to time.
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awesome, this place would be rather different if not for your work on PCS2
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lol
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I should find out what they've done to my baby (PCS2) since I left it in their hands ... any nice new features?
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Well, you can now rescale models, which is nice. Also works on shield meshes, which you can now also import, like anything else. Oh, and the insignia editor from the original PCS is back.
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cool!
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I wish someone would have done a UV unwraper, that was totally the next thing to do.
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.... put up with my ****. I was reading my old posts related to PCS2. GAWD I WAS A DICK!
So..um. Sorry guys. :banghead:
Yeah but you were a dick who actually produced something so we forgive you
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.... put up with my ****. I was reading my old posts related to PCS2. GAWD I WAS A DICK!
So..um. Sorry guys. :banghead:
Yeah but you were a dick who actually produced something so we forgive you
unlike that OTHER derek :P
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Hey, he produced something too!
...something crappy that no one wanted, but still!
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Yeah. PCS2, however, is perhaps the most essential FS modding tool ever made. :) And with the recent(-ish, they've been around for some time now) improvements, it can do almost everything needed for rigging a model to work in game.
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I tried to make it do everything needed, and do it better. I'm glad the others filled in the gaps of stuff i didn't get to. I was actually contemplating doing some UI modding for Elder Scrolls Online.. that would be the first programming i've done in my free time since i stopped working on PCS and FSO
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So is PCS2 open sourced again?
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yeah, big time (http://sourceforge.net/p/alliance/pcs2/ci/master/tree/)
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So is PCS2 open sourced again?
yeah, big time (http://sourceforge.net/p/alliance/pcs2/ci/master/tree/)
I probably wouldn't have been able to wrap my head around FS2's BSP trees for the Blender plugin (https://github.com/Kopachris/bpof) I'm working on if I hadn't had access to PCS2's source. My BSP tree generator still needs a lot of tuning, as well as translation to Cython (and compilation to binary) before it'll be close to as fast as PCS2, though. On a decent CPU, it takes a couple minutes to do something like a MediaVPs' Hecate.