Author Topic: new POF editor in alpha  (Read 3682 times)

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Offline Bobboau

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new POF editor in alpha
I have made a new POF editor, it currently suports all normal POF data (exept INSGs, so don't use it with anything that has them)
I am calling it Aurora becase it was the first thing that came to mind
remember this is pre-Alpha, don't use it on anything important to you, without backing it up
Aurora and source
just relese Aurora
this editor is designed for FSO, though there has only been limited testing,
remember this is only to play with not to work with,
though you should be able to use it.
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Offline karajorma

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Great work Bobboau. I`ll give it a try today. Does it/Will it support auto-turret etc?
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Offline Bobboau

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well it isn't a cob converter it is a dedicated POF editor, but if you have a POF it has the most usefullnes of any POF editor ever made, for example every data item has new, copy, and delete buttons, just think how much easier it will be to path a model if you can copy an exsisting path, as time goes on I will be implementing more and more stuff, but for now I have just gotten the basics working
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DEUTERONOMY 22:11
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Offline Spicious

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Quote
Originally posted by Bobboau
just think how much easier it will be to path a model if you can copy an exsisting path


Finally a POF editor that does this :yes:

 

Offline Bobboau

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also thrusters, weapons, speacal points, all have this, over all it could cut data editing time in half, or better, and there are things that I am planing on adding that will blow away the others :nod:
hey, why don't you all make up a list of features you would want in a POF editor, remember this isn't a converter, only post conversion editing.
« Last Edit: February 02, 2003, 05:17:55 am by 57 »
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DEUTERONOMY 22:11
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Offline LAW ENFORCER

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where would this list be? and how are people gonna convert it when they throw away all there other POF stuff?
Things I want: do everything
there ya go....


oh and can you make a turret fire point auto calculator. as an option you coul select the turret subobject and the code would calculate fire points based on direction from main model, length and would plonk the FP at the 'end' of the gun it finds. This would not alwaays work but o some more obvious turrets it could work well:yes: Also you caould have texture fire point genoration.... based on extra dark areas of the texture or similar. You give a nice base if not perfect way to at least start putting fire points on;7.

(I hate fire points cos I STILL can get Autoturret it to work in PCS! AAAGGHHH!!)
« Last Edit: February 02, 2003, 09:37:46 am by 307 »
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Offline IceFire

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Autoturret I think would be so useful as to allow people to quickly produce test models very quickly.  Even if the calculator puts the firing point not in exactly the right location the user can then do the fine tuned adjustments.

Very cool Bobboau.

I haven't looked but were you able to sort out any of that "moment of inertia" stuff?
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Offline LAW ENFORCER

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whats is moment of initia? I have never been able to figure it out and peopls post were obscuer at best.

Another feature could be to reposition parts? like a turret thats not quit the right size or position etc I know its getting into modeling aspect but I don't mind not having any 'adding models' stuff (wich some newbie will sujest).

Hmmm thats also brings in the question of merging diffrent pofs? and being able to rearange the heirarcy in the editor
(why don't you go write a replacment TreSpace too:rolleyes: :wink: )
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Offline IceFire

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I'm not actually sure what moment of inertia is but I know what its effects are.

First take a standard FS2 ship.  A GTF Perseus is a good example.  When hit by a AAAf beam or a grazed by a TerSlash beam it gets knocked off course.  In the case of the TerSlash beam, it actually saves the fighter from impending doom.

Now, take the average user created fighter for instance.  Similar to the GTF Perseus is Venom's GTF Banshee.  When it gets hit by a AAAf beam, it is not knocked off course.  It takes the beam full on and continues moving.  If hit by a Ter Slash....it is much more likely to be utterly vaporized by the hit.

In capital ships, we see problems with collisions from a bomber sized vessel pushing Orion sized vessels around.

Even with equivalent mass values, the moment of inertia seems to play a major role in determining what the mass value affects.

Thats what it is :)
- IceFire
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Offline Solatar

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Make it so we can add glowpoints, similiar to what PCS does, but more graphically.

 

Offline Eviscerator

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BOB! I love you!

My requests: A visual interface like Model View so you can actually *see* what yer doing.

The ability to *add* complete turrets to a POF and place them where you need and give them the properties you need.

Can't wait can't wait can't wait!
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Offline Solatar

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The ability to select turrets from other models (model and turretpaths) and glue them on your model.

 

Offline Bobboau

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the thing with auto turret is that it is a converter option, you still have to position fireing points in TS, there is no way to just have a POF and figure out were the fireing points should go, but if you have a bunch of turrets that are very similar to each other you just have to make one then copy it and make the nesicary changes to it,
I am planing on makeing a chunk importer, going right down to the ability to load and save individual data chunks in there own seperate files. this would include subobject chuncks.
all chuncks have a visual representation of all data types
this editor already suports rearanging the hierarcy, and moveing subobjects, look at the parent object feilid and the offset feild in the subobjects tab
something I do need to do is make turrets generate the apropriate properties string in the apropriate subobject when they are created in the tgun tab
if you don't see, the renderer will render thrusters, thruster glows, and glow points like they would look (well sort of) like in game,
but you need to have that thruster glow bmp in the same folder as the exe, and have all the files (POF, it's textures, glow textures, thruster texture in pcx format) in the same folder
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline Bobboau

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I just updated both zips with a bug fix, when ever you hit enter the dialogs would disapear, they don't do that anymore,
there are also some added features here and there, mostly to do with the texture and glow point editor and dynamicly reloading textures when you change the texture names in the editors
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
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Offline Solatar

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What glowpoint editor?

 

Offline Bobboau

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top right tab
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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major advancments have been made,
I recomend you DL the latest copy
no, the save chunk buttons don't do anything yet
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 Spicious

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Quote
Originally posted by Bobboau
hey, why don't you all make up a list of features you would want in a POF editor, remember this isn't a converter, only post conversion editing.


How about instead of just copying, the path editor has a bulk path creator which names the paths $path01, $path02 and so on with all the parts the same excepts for the name and the parent. For the parent field how about getting the names of the subsystems and the subobjects with $special=subsystem.

Another useful feature would be a counter for paths, turrets, gunpoints, etc.

 

Offline Darkage

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Bob, you rule! this gonna be great stuff!
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Offline EdrickV

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Are you sure you updated the zips linked to from the first post? The one without the source seems to be dated 1/16/2003. The other one is 2/6/2003, but does still crash if run in 32-bit mode on a Voodoo 3. It's window is also seemingly wider then my computer's screen, and unresizable, so I can't see all the tabs. It also crashed when I tried selecting a tab I couldn't see (next to what I think is the shield tab, I tried selecting the next tab using keyboard controls and it didn't look like it worked) and hit enter.

Edit: Having run it in 1024x768, which makes text too small for me to use such a large resolution regularly, I can see all the tabs. It's not the tab that causes the problem, it's trying to change tabs using the keyboard keys rather then mouse clicks.
« Last Edit: February 07, 2003, 02:56:31 am by 657 »
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