Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Kazan on March 13, 2001, 08:32:00 pm
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Current COB Conversion Status: per checklist
Texture Translation: Check
PolyGon Points Translation: Check
PolyGon Faces Translation: to Texture reference translation, will write texture reference realiasing code tommorow, then will have to determine bounding min/max, radius, center [center predidence will be: First light in group, if no lights determine poly center as (X center, y center, z center)]
Extending Objects Translation: This is translating my new features like placing light points with certain names for engine glows, etc
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon (//"http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Wow, nice job! I can't wait for the final release. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Hooza! I have plenty of ships to be converted with it. Way to go! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I'm at school, just wrote the code for finding the texture (4 or 5 functions deap indirecting, first you find the actualy Mat1 structure, then you strip the path and extension from the name, then you search the intermediate [soon to be POF] texture list for that reference.. so i guess it's 3 functions deap)
now on the making a centerpoint
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Normal Calcuation done, Radius Calculation done, now to figure center, then i have to go over to untextured polys.. but most of the things are common
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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done with textured polys.. now to untextured polys
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This'll speed MT up a bit, eh Styxx? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Ack, i forgot with the polygon translation i have to do a bunch of BSP work
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Can you make it with unlimited material count? thanks
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And Nice work keep it up (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Got to be Psychopathic to use TS
United Space ("http://freespace.volitionwatch.com/us/dowabout.shtml")
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Still gonna be a while, right?
Nothing's ever quite that simple (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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I've been trying to con my 23 year old brother into helping Xenolith and Kazan and all the other programmers in the FS community, but he's not too enthusiastic. He says there's nothing he wants to learn about the game. Shame really. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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the simple way i wrote the code allowed unlimited materals.. but over a certain number may break the engine
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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im running list compliations through the debugger
Texture conversion is A-1 SUPAR
Point Conversion appears to be A-1 SUPAR
Poly Conversion appears to be OK, more testing needed
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Originally posted by Kazan:
im running list compliations through the debugger
Texture conversion is A-1 SUPAR
Point Conversion appears to be A-1 SUPAR
Poly Conversion appears to be OK, more testing needed
support for FS1 pof's? I mean, if COB and 3DS are supported, why not FS1? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) diffs ain't _that_ big ?
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JarC
"I am scared Dave..."
"Daisy, Daisy..."
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dif's are about 500 lines of code worth of difference
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Originally posted by Kazan:
dif's are about 500 lines of code worth of difference
so? COB/3DS a whole different world...
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JarC
"I am scared Dave..."
"Daisy, Daisy..."
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there is no reason for me to write an extra 500-1000 lines of code just to support obsolete formats, there is no reason why i should have to write code to read/write out POFs earlier than version 2116 the difference between 2116 and 2117 is three lines of code on read, and then it writes out 2117 POFs
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Originally posted by Kazan:
there is no reason for me to write an extra 500-1000 lines of code just to support obsolete formats, there is no reason why i should have to write code to read/write out POFs earlier than version
for one thing, you're throwing the door into the face of a lot of descent 1/2/3/fs1 MODers that also could benefit from this tool.
But, if the 'master' ego can't be bothered with this small feature...so be it...
for everyone else interrested...keep an eye out for a WYSIWYG POF editor for BOTH formats...
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JarC
"I am scared Dave..."
"Daisy, Daisy..."
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Come on, give Kazan some credit. He doesn't HAVE to to this tool, you know.
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Originally posted by Jabu:
Come on, give Kazan some credit. He doesn't HAVE to to this tool, you know.
True, at least he makes an effort...not that I'll ever be able to use it...
unless he starts coding his stuf so that it don't dissapear underneath taskbars...then I'll be happy to toy with them...
he may not be happy with my opinion, but still that don't give him the right to come down on me like a ton a bricks if I ask for support for a format that's pretty much 90% (prolly much higher) the same as FS2 ???
plus the accompanying attitude of 'hey, I'm mister big here, don't dare ask or complain or start your own' gets my hairs on end _real_ quick...
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Now JarC you're pissing me off, because now you're *****ing at me for things which i have said are out of my fragging control, if your taskbar is in a nonstandard position, it's autohidden, and windows likes to start the app underneath it cry me a river, build me a bridge and get over it
TWO
Descent users cannot use FS2 POFs, period, go look at the stinking IDTA specs for their versions, and the different file structure
Writing fs1 supporting code is not just the 500-1000 lines to read/write/edit it's writing the additional 500-1000 lines of GUI code [1000-2000 total]
Now I will only write in support for things that are gauraunteed to be used, fs1 modding is almost nonexistant, im an FS2 modder. and SINCE IM NOT GETTING PAID I will make ALL decisions on what goes into my code or not, if yopu want to pay me for the software i will put POF < 2116 support in, but i gaurauntee the price will be high since i'll have to give V a kickback as to not be sued by them.
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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Originally posted by JarC:
that's pretty much 90% (prolly much higher) the same as FS2 ???
NO WRONG http://descent-freespace.com/ddn/specs/pof/ ("http://descent-freespace.com/ddn/specs/pof/")
read it,
2116 and 2117 are FS2 POFs
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
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furthermore
vector.h - 3D vectors common to COB and POF, 13 lines
POFDataStructs.h -definine ram data storage types, 420 lines
POFHandler.h - defines OOP object for a POF file, 503 lines
POFHandler.cpp - implements file handling [read/write/edit] functions associated with OOP object, 4199 lines of code
Now on the the GUI code
POFConstSuite.h - function prototypes, 160 lines
POFConstSuite.cpp - main callback, a few other functions, 582 lines of code
PCSTurretProc.cpp - Turret Edit Callback, 389 lines
PCSTextureProc.cpp - Texture Edit Callback, 110 lines
PCSSpecialProc.cpp -Specials Editor Callback, 187 lines
PCSShldPRoc.cpp - Shield Editor Callback, 153 lines
PCSPntProc.cpp - Gun and Missile Point Editor Callback, 275 lines
PCSPathProc.cpp - Path Editor Callback, 342 lines
PCSObj2Proc.cpp - SubObject Editor Callback, 206 lines
PCSInsgProc.cpp - Insignia Editor Callback, 386 lines
PCSFuelProc.cpp - Fuel Editor Callback, 231 lines
PCSEyeProc.cpp - Eye Point Editor Callback, 164 lines
PCSDockProc.cpp - Docking Editor Callback, 324 lines
Totalling 8644 lines, Only counting primary code, COB Read/Write/Convert and 3DS Read/Write/Convert not included, missing code for HDR2 editor [forgot to write it]
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oh that doesn't include the line count for my KazCtrl.dll either
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
-
Originally posted by Kazan:
there is no reason for me to write an extra 500-1000 lines of code just to support obsolete formats, there is no reason why i should have to write code to read/write out POFs earlier than version 2116 the difference between 2116 and 2117 is three lines of code on read, and then it writes out 2117 POFs
whoa there fella, I'm pissing you off? who started this by the giving the above reply to a normal question?
sorry Setekh...I'm outta here...
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JarC
"I am scared Dave..."
"Daisy, Daisy..."
[This message has been edited by JarC (edited 03-19-2001).]
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You copped an attitude with me from the start
Originally posted by JarC:
support for FS1 pof's? I mean, if COB and 3DS are supported, why not FS1? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) diffs ain't _that_ big ?
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
-
Originally posted by JarC:
for one thing, you're throwing the door into the face of a lot of descent 1/2/3/fs1 MODers that also could benefit from this tool.
then you display ignorance, and act like you know what you're talking about. And you dont considering FS2 POFs (internally "PSPO"s) are not compatable with descent PSPO
formats. Also FS1 modders don't exsist anymore [enought to give reason enough to write support for fs1]
Originally posted by JarC:
But, if the 'master' ego can't be bothered with this small feature...so be it...
You once again cop an attitude, to you it's a small feature, but in implementation it's some major coding that would be unnecessiary and rarely used.
Originally posted by JarC:
for everyone else interrested...keep an eye out for a WYSIWYG POF editor for BOTH formats...
Who's writing it, and who's paying him/her to write the quarter to half a million lines of code required to do this [and trust me, that is an accurate estimate!] edit: Are you talking about SegelTuch? No Offense to Krüger but i have used the good old SailFabric [rough translation of the name], it's pretty weak, plus it's unneedly duplicating functionality. I started writing my editor to have a stable editor, unlike FSMM2's bug ridden interface [once again, no offense ment tword the coder, just stating fact] and replacing the completely disgustingly pathetically BFMI written cob2fs/cob2fs2 [Offense ment tword the programmer on this one, what a basement warrior, his code makes me want to puke]
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
[This message has been edited by Kazan (edited 03-19-2001).]
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Originally posted by JarC:
unless he starts coding his stuf so that it don't dissapear underneath taskbars...then I'll be happy to toy with them...
Then you ***** at me for a bug that isn't my fault and isn't under my control, and is just an annoyance of having to move the master control window
Originally posted by JarC:
he may not be happy with my opinion, but still that don't give him the right to come down on me like a ton a bricks if I ask for support for a format that's pretty much 90% (prolly much higher) the same as FS2 ???
Once again the code difficulty comment obviously showing you haven't read the format specs
Originally posted by JarC:
plus the accompanying attitude of 'hey, I'm mister big here, don't dare ask or complain or start your own' gets my hairs on end _real_ quick...
And once again the attitude, ask anyone that was around when i wrote FS2MBU, or ask anyone that has given me _USEFUL_ feedback on any of my other programs, I get things done and when i refuse to do something there is a very good reason behind it.
Now do you want the conversion code done? or do you wish to keep harrasing me over me refusing to write a couple thousand lines of could that would be virtually unused
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FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")
Did you say you wanted your head used as a soccer ball?
[This message has been edited by Kazan (edited 03-19-2001).]
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Stop it.
JarC: FYI, FS1 pofs can be converted to FS2 pofs by a simple FSMM2 operation, so that should not be a problem. Descent pofs are a little - different.
Kazan: Next time, take suggestions more politely. You don't have to fulfill them, but at least listen - not everyone knows that you have to write so much code to create a small feature, so bare with us all.
JarC: Sorry for the inconvenience, but in future - try not to continue arguments that you can see will not get anywhere.
Kazan: If you do this again, we will ban you.
Topic closed.