Author Topic: something I've been working on finaly in a semi presentable state  (Read 12434 times)

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Offline Bobboau

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something I've been working on finaly in a semi presentable state
ok I have gotten it to work, oddly the big problem seems to have been haveing the loading code inside it's own function, I striped it out and moved it into the TXTR loading function makeing it very unpleasent
but the thing I am having truble with, is that it does not like oddly sized texture, it seems partly that the texture size is getting set to a power of two size (not suprizeing) and posably that I am reading the file wrong,
I never got any responce to what I am suposed to do with the extra byte at the end of the each oddly sized row in a PCX
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DEUTERONOMY 22:11
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Offline DTP

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something I've been working on finaly in a semi presentable state
you could check the file if it is odd first and then decide which kind of loading function should be called, in order to read the file into a Global array.

you did put typedef struct pcxfile[MAX_FILE_SIZE] into a global space, did´nt you. i think here of you writing that it has problems loading the file from its own function.

what to do with that extra byte, dont use it :).

Now this is Pure speculation.

maybe the size of a PCX file always has to be even, isnt there some sort of GFX card requirement on this. well maybe since you know the size, you simply throw it away.

regarding your loading problems. Only thing i can think of is that you are setting the array or vector in local, and not global space.
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Offline Rampage

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something I've been working on finaly in a semi presentable state
Quote
Originally posted by Bobboau
another good reason for me not to work with modelview is that it is a huge massavely complex peice of code, of wich I can't open all of (says something about me not haveing a germen code file or something)


NOTE: About the German thing, please refer to the readme file included with the source code package.  When MS Visual Studio loads a project, it will open all files related to the project.  If it gives you something about not able to load everything, then close the project workspace and reload it.  It then SHOULD work.

Okay, I haven't been following this thread for a while now, but I just grabbed a copy of MODELVIW32 source myself and took a look at it.

The code itself isn't that complex, given my basic knowledge on C++.  Mr. Hermann has done a decent job organizing the code into a presentable state.  Some of the additions to it can just be pasted into from Kazan's PCS.

Bobboau, I have seen your POF editor.  Despite the many bugs and freeze-ups, I think it's a decent program.  And I think that by first working with MODELVIEW32's code, you can integrate a lot of knowledge into your program.  The bugs and unfinished features leave MODders of this community in a sense - crippled.  The features won't be too hard to integrate with Kazan's code.  After all, you'll be doing yourself and the community A FAVOR!

Thanks,


Rampage

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
well the PCX file was being totaly handeled in local space, it reads the file loaded the three chuncks into there respective data sub types (header, pallet and image data) then tranfers the data to the d3dtexture wich the function was given a pointer to, it is entirly about the d3dtexture

anyway I think I found a way to resample the images in a fairly simple manner, after this all I need is to get the saveing stuff to work
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DEUTERONOMY 22:11
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Offline Bobboau

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something I've been working on finaly in a semi presentable state
updated the exe and source
this now has more functionality than any other model viewer yet made and once I get it to save files (will be done by the end of the weekend) it will be the best POF editor/viewer (no cob converter) ever, and it's still pre-alpha.
there are some things I have planed that will blow everything alse away
it has been designed from the begining to be expandable, and I'm far enough along that it wouldn't be worth starting over with another tool (seeing as I have most of the hard stuff done now),
and most importantly, I want to make my own.

I've made my own resizeing/resampling code, it can handel just about any sized PCX file you through at it, but it will take a _long_ time to load textures that are not powers of 2.
« Last Edit: January 30, 2003, 11:02:57 pm by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Goober5000

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something I've been working on finaly in a semi presentable state
Quote
Originally posted by Bobboau
the best POF editor/viewer (no cob converter) ever


:wtf: You sure about that?  Better than ModelView?

Can it edit paths, dockpoints, and textures?  Will it save without crashing?

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
it will, it can't save yet but it will,
and it will alow editing of all POF data, includeing (once I get the basic stuff covered) glow points,
and you may note the cooler graphics, look at thrusters (oh, crap forgot I don't have ani loading yet... just make a thruster01.pcx) and thruster glows, and look at the interface for weapon points and docks, and paths, ect...
I didn't include an interface for every thing available (I set it up so things that don't seem to have any effect like the old "turrets" section in the path data, and docking points are going to be locked at two per dock to help make it easier to make them)

I will like it better, this is my own personal POF editor, built to suit my tastes, so I am abviusly going to think it's the best, but with things like path copying... just think about that for a second, you can now make one path, and copy it, just think how usefull that feature alone will be, and by the time I get done I am going to have a drag and drop interface for everything,
and how would you like a UV unwraper in you're pof editor?
the ability to copy and paste turrets, note I don't mean just the turret data chunk, I am going to try and get actual OBJ2 copying and offset editing so you can do some editing of exsisting POFs without decompileing the model and editing it as a cob!
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nico

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something I've been working on finaly in a semi presentable state
let the fun begings: I'll run it with 3dsmax, and open...mmmh... let se... the ryujin. if it doesn't crash after 5 minutes, you'll get my full support.

edit:
MFC42D.dll
MSVCRTD.dll
MFCO42D.dll

that might be nice to iclude those in the pack, that would save a bit of research.

prog itself:
non-debug mode crashes when you load a pof, but the debug version works fine.
The debug version has half the features the non-debig has, btw...
guess you'd have noticed it soon enough, but in the texture tab, you have "current dock", not "current tex". I grant you that's nitpicking.
ok, there's probably a memory leak somewhere, my ulysses is not rotating anymore and half the buttons have disappeard, just while I was typing there ( was working in background )

correction: the nondebug version works too, what is not working is your ulysses :D
-switiching to full screen then back to windowed mode is a very bad idea: first coz fulscreen doesn't make your ship bigger, second coz after that you can kiss animation smoothness byebye.
the fact that you inversed the mouse axis is frustrating, but therwise you've chosen the bestway for handling rotation with the mouse, I thank you.

some advices: when you select a subsystem or something, make it turn green or another color, bright blue, if it's still visible, is not enough: imagine you're editing the duat with her 74 turrets, zoom out a bit, I dare you to find your turret back ;)

remove that huge geometory that gives the bundaries of the path, it's useless and annoying.
oh... replace the big diamond geometry on the gunpoint with a big dot: on some ships with very cluttered gunpoints, you can't make anything out. A dot bould be nice tho.

about the memory leak thing, it's not a memory leak: the prog obviously doesn't like you change the window, as I said already, it doesn't like to be run in backgroiund either.

positive poins: everything else. you're right, this has the potential for being the best pof tool available.
« Last Edit: January 31, 2003, 02:56:50 am by 83 »
SCREW CANON!

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
update; first revision of file saveing, I'm sure there are bugs but I don't know of any specificaly,
remember this is pre-Alpha, don't use it on anything important to you
Aurora and source
just relese Aurora
Also went through corrected a few interface bugs, and completed all the new/copy/delete buttons for all data types, I will be adding a OBJ2 editor (only data chunk I don't have an interface for, other than INSG, oh, I don't currently (will in the future) support the INSIG chunk in any way, so don't use it on anything with an insignia) with the standard options soon, and then a glow point editor, I am sort of half hartedly documenting the process for adding new data chunks,
And if nobody has seen it, the little yellow/orange blob thing below the tabs is the shield toggle, it is the only render options things I currently have implemented
I'm wondering what the performance of the rendered is on various setups, is everyone getting decent frame rates (mine is a bit slow, especially in the new higher resolution)



Well the only thing the debug does differently than the release is that it has a few different ways of handling things, like rotation, for some reason I was getting an illegal instruction when ever I tried to rotate along more than one axis, after a week and a half of confirming that I was doing it right I just split it so I could move on.
I probably shouldn't even be including the debug version, because it won't likely run right with the debugger on any other machine which is all it's good for, considering all the source is included you could just as easily compile it you're self and it would save on the DL size
The thing with the mouse axis is more that the ship starts out pointing away from you; I could just flip the axis you think is inverted (y I'm guessing)
Actually there is a memory leak, but it is in the destructors for the tab view, which only gets called as the program it being closed, it isn't too bad but I do intend on getting it fixed,
I had left the maximize button in there because I forgot to remove it and I probably will next time I'm doing something in that section of code,
I did the diamond thing because it was the simple way, though I will probably implement something similar to what you want eventually. I like the boundary thing on paths, I guess I could make it optional
And as far as the color for the different points I suppose I could give the selected point a color in opposition to the current selected bank and the non-selected bank half the luminance of the selected bank.
Bobboau, bringing you products that work... in theory
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My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DTP

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something I've been working on finaly in a semi presentable state
nitpicking, when pressing save, and it opens the save dialog,
my button says open, where it should say save :).

on the other points venom mentioned.

i can run this

Minimized, maximized, in the background or behind.
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Offline vyper

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something I've been working on finaly in a semi presentable state
Hey Bob, what version of DirectX is this based on? If any.
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Offline DTP

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something I've been working on finaly in a semi presentable state
im not bob, but DX 8

Code: [Select]

#include
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War is a lion, on whos back you fall, never to get up.
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Offline Bobboau

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something I've been working on finaly in a semi presentable state
8.1
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nico

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something I've been working on finaly in a semi presentable state
mmh, this build works very vad for me :(
anyway my videocard is "annoying" right now and might cause the pbs. so feedback in a week.
SCREW CANON!

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
made an update, it should now have more functionality than any other POF editor to date,
though PCS is still needed to compile from a COB, and is probly stabler
I will now add glow points
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
ok now updated with full glow point suport
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline DTP

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something I've been working on finaly in a semi presentable state
Quote
Originally posted by Bobboau
ok now updated with full glow point suport


more nitpicking :).

when you use any of the drop-down menus the 3d window it streches the model a tiny tiny bit from that drop down menus Y axis.

also, i noted now some considerble slowdown, when it runs in the background, or when its minimized.

even as i'm typing this, feels like i'm on terminal again :).
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Offline Rampage

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Um...  Something is wrong.  "DX initialisation (Note the Spelling Error) failed".  And then "an unsupported operation was attempted".

Overall, I can't run this program.  I have a 8 MB video card with DX9.  My guess is the dearth in VRAM.

Also, please fix any mistakes in spelling and grammar in the program's diaglogs and interface.  Thanks.  (This is one reason why I don't use PCS that much.  Spelling errors make the program look less complete and professional.)

Rampage

 

Offline Bobboau

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something I've been working on finaly in a semi presentable state
spelling mistakes... me? ah, never! :D
I just now updated so you may have gotten a corupted zip, or you could just have some settings diferen't,
actualy there is a bug I was expecting to run into, what color resolution is you're desktop at
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline EdrickV

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something I've been working on finaly in a semi presentable state
If you try to run the program on a Voodoo 3 and the Windows display mode is set to 32-bit color you'll get those same messages. Try changing to 16-bit color.
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