Author Topic: new POF editor in alpha  (Read 3702 times)

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Offline Bobboau

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I just updated again they both should be dated 2/8/03 (or something) don't rely on the zip's date, look at the exes,
also it requires DX8.1 or better, I am afraid I run under 1024X768 so I hadn't thought about people running under lower resolutions, and it won't be a trivial thing to fix

fixed a bug in the dock saveing, and preleminary draging of data items has been implemented, to move something with you're mouse, left click on the render window with the ctrl key down, to return to normal model rotation/zoom mode left click the render window with the ctrl key down again, it will move along the XY plane when you are moveing the mouse with the left button and along the Z axis when you move with the right button down
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Offline Rampage

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Aurora doesn't work for me AT ALL!  Upon starting the program (before the main window), the program gives me an error message box with title "dx initialisation failed" and with a body "!".  When the program starts up after clicking "Ok", another dialog box reports that "An Unsupported Operation was Attempted!"?  It gives me an option to click "Ok", but the dialog repeats itself recursively.  It's probably my videocard.  I have an obsolete NVIDIA RIVA 8 MB.

It runs PCS and Modelview fine!  With all the new features out there for POFs and Aurora being the hottest thing to hit this community since FS OPEN, I'm afraid that I'll be left behind unless someone fixes this error. :sigh:

Rampage

 

Offline Bobboau

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dx initialisation failed, means it isn't going to work at all
try running in 16 bit color depth
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DEUTERONOMY 22:11
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Offline Bobboau

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I just updated, I think I know why you were getting a crash with the loading of a saved pof, the new version should work if I was right
I also have a diferent initalisation code, that, hopefully, will find a color depth that will be compatable with you're desktop,
or it might less compatable
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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I am working on an auto path tool, it will alow you to generate semi decent paths with the push of a single button the turret paths are working out very nicely so far, but subsystems and docks (to a lesser extent) will almost certanly require some manual adgustment, I will also make an auto-setup tool that will fill out all paths for all turrets, docks, and subsystems
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
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Offline karajorma

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Quote
Originally posted by Bobboau
I am working on an auto path tool, it will alow you to generate semi decent paths with the push of a single button the turret paths are working out very nicely so far, but subsystems and docks (to a lesser extent) will almost certanly require some manual adgustment, I will also make an auto-setup tool that will fill out all paths for all turrets, docks, and subsystems


Bah. Even if you only have to move a couple of points for each dock that's an improvement on having to create EVERY point :)

Look forwards to this feature.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Bobboau

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ok first revision of auto-path has been updated,
in the paths tab auto-set will set all paths to what Aurora thinks is the best place for them, this is for getting all turrets for a ship that has it's subsystems, docks, and turrets all done already and just needs paths, it will set defalts for all these.
auto-generate will let you generate one new path for the currently selected path for any of the ships turrets, or subsystems, or docks. this one is for if you have added something or screwed one up and want to start over.

you will have to do a little clean up but this should cut pathing by about a factor of 20 at least!

note I have made no codeing for fighter bays becase you will need to do so much manual editing for them an auto gen is practicly useless
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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The auto-pathing does seem very useful but I'm pretty sure the radius of point 1 should be smaller than point 0. Being able to change the radii of the points from 10 and 100 would be helpful.

There's also a strange message on exit. What does "tabs is dieing" mean? :wtf:

 

Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by LAW ENFORCER
whats is moment of initia? I have never been able to figure it out and peopls post were obscuer at best.


M.O.I. seems to be a multiplicatory / division value applied in response to an 'impact' (any force) on the ships model... I think FS2 uses it to divide (so the small number would have a larger effect than if it was multiplying-[?]) the 'normal' of the impact based on the mass of the ship.  I think the 3 xyz (I presume) values set for it correspond to +/-1,0,0, etc normals on the force source, and the mass is also used in the equation.  If so, I think using a 0 value would either cause an divde by 0 error and the impact to be ignored, or a default value to be used.  Something similar if it's multiplying.

Of course, the 3 xyz could be used to define some sort of axes from the center of the ship?  (I'm thinking that 'maybe' it's to do with not using a central pivot point for the ship)

It's a *****, innit?  I looked at the code a while ago for it, but never located anything - might try again sometime this week.

AFTERTHOUGHT;
'Note that the differential element of moment of inertia dI must always be defined
 with respect to a specific rotation axis.'

'The concept of moment of inertia for
 general objects about arbitrary axes is a much more complicated subject. The
 moment of inertia in such cases takes the form of a mathematical tensor quantity
 which requires nine components to completely define it. '

Maybe that is relevant to it?  9 components - 9 xyz values?

 

Offline Bobboau

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you're getting that? :wtf:
you shouldn't be getting that...
...well, actualy you should be getting that, but there was a bug that was keeping the function from getting called that I have yet to resolve, so you shouldn't be getting that,
what OS are you useing?

note, you getting that mesage is not a bad thng, it means that you're machine, unlike mine, is closeing the program down preperly

that message was meant to tell me if the destructor for the tab controle was getting called, wich it wasn't, or actualy now that I think of it, it was but for some reason the MB wasn't getting called,

anyway it's a stupid debug mesage I left in acedently, just ignor it for now I have already disabled it so next build won't have it,

if anyone else is getting any odd mesages, particularly ones that say "call Bobboau" some were in them be sure to tell me.

you know what, I think I did the verts backwards, hehe oops, ahh, I better upload a new build,
it'll be up in about five minutes

it's up


moment of inertia has to do with how hard it is to rotate an object around any given axis, I don't remember much more than that, I should look into it, maybe I could make some sort of auto-inertia maker
« Last Edit: February 18, 2003, 04:48:41 am by 57 »
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DEUTERONOMY 22:11
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Offline Spicious

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Quote
Originally posted by Bobboau
what OS are you useing?

Windows XP

And that is the only strange message I've been getting.

  

Offline Bobboau

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XP is based on NT iirc, that is probly why you were getting it and I wasn't
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 KARMA

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i know this is not a converter, and maybe its stupid, but about autogen paths, i was wondering if it would be useful/possible to use truespace lights while converting to pof, since they have both xyz position and a radius, for the situations where your autogen doesn't work

about the pof editor an hierachy editor may be useful sometimes, with maybe the possibility to cut/copy/past lods/pofs from a pof to another

 

Offline Bobboau

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yess lights would be very usefull for converters trying to make paths,
but this is not a converter :)
there is some hierachy  editing capabilities, it will eventualy alow for the copying of subobjects
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