Author Topic: Venom was right.. i was wrong - PCS now has Smooth Shading  (Read 10295 times)

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Offline Kazan

  • PCS2 Wizard
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Venom was right.. i was wrong - PCS now has Smooth Shading
*begins laughing hysterically*

his calculus in that function's not even correct

i had to fix his calculus - that's for calculating the normal of a _FACE_

i appreciate the effort i really do, but you don't understand what your'e looking at so just stop while you're ahead
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Venom was right.. i was wrong - PCS now has Smooth Shading
  Wisely, I think I'll take you're advice.  Good luck though...

maybe I can be a little more useful once I'm a little closer to getting my CS degree, lol, haven't even gotten the preresiquites out of the way yet... mumble... mumble
I told you that It would be done by November, well, mostly anyway...

I'm working on something new... shhhhh, it's a seceret.

 

Offline Bobboau

  • Just a MODern kinda guy
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Venom was right.. i was wrong - PCS now has Smooth Shading
so there are errors in the normal calculations, can we see an example of these errors

------------------
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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 IPAndrews

  • Disgruntled Customer
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  • This site stole my work
Venom was right.. i was wrong - PCS now has Smooth Shading
1. I know nothing about the technicalities of .cob to .pof conversion.
2. This is a great advance.
3. Make it an option  .
4. Keep up the good work Kazan, you kick *** .
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Kazan

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Venom was right.. i was wrong - PCS now has Smooth Shading
 
Quote
Originally posted by Bobboau:
so there are errors in the normal calculations, can we see an example of these errors


Actually the url i posted shows that the normal can be correct and still fail
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Venom was right.. i was wrong - PCS now has Smooth Shading
(sorry, can't ressist putting my two bits in  )

...which if I understand Kazan and the article he posted correctly would explain the collision detection errors that sometimes crop up when using the utility.  

am I correct in this assumption?
I told you that It would be done by November, well, mostly anyway...

I'm working on something new... shhhhh, it's a seceret.

 

Offline Kazan

  • PCS2 Wizard
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Venom was right.. i was wrong - PCS now has Smooth Shading
wrong again

it explains how the normal can not function correctly even when it's value is correct

(IE normal problems that are blamed on PCS can be explained by that because i checked my calculus 10 times)

and with long-thin polys the probability of one of the special conditions occuring increases
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Shrike

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Venom was right.. i was wrong - PCS now has Smooth Shading
Speaking of which, this does belong in the FS Modding forum.  Thread teleported.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
Venom was right.. i was wrong - PCS now has Smooth Shading
the long thin thing seems to be more of an object culling thing than a clipping error or something wrong with the polygons as polygons fully within your FOV will dissapear with it.


------------------
Bobboau, bringing you products that work.............. in theory
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 Alikchi

  • Neo-Terran
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Venom was right.. i was wrong - PCS now has Smooth Shading
Shrike's in his thread-teleportin', useless-post-deletin' groove.
"Going too far and caring too much about a subject is the best way to make friends that I know."
- Sarah Vowell

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
Venom was right.. i was wrong - PCS now has Smooth Shading
fix me

------------------
Bobboau, bringing you products that work.............. in theory
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 Kazan

  • PCS2 Wizard
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Venom was right.. i was wrong - PCS now has Smooth Shading
specifics on the problem would be nice

I see the ship in PCS w/ renderer
it's scaling fuxored


Modelview's BS about > 20 points is the wrong error message - you overloaded it's memory storage for the model because it has static limits, Heiko is a lazy programmer like dave that way

[This message has been edited by Kazan (edited 11-28-2001).]
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

  

Offline Bobboau

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  • 213
Venom was right.. i was wrong - PCS now has Smooth Shading
that was the first ship I notesed the ship-disapering-when-it-goes-half-past-you problem,

use

$Name:                  GTSFr Njord
$Short name:            STbigfrat
$Species:               Terran
+Tech Description:
XSTR(".", 3047)
$end_multi_text
$POF file:              Njord.pof
$Detail distance:       (0, 600, 1500, 5000)
$Show damage:           YES
$Density:            1
$Damp:               0.2
$Rotdamp:            1.0
$Max Velocity:          10.0, 10.0, 75.0
$Rotation time:         130.0, 70.0, 80.0
$Rear Velocity:         0.0
$Forward accel:         35.0
$Forward decel:         27.0
$Slide accel:           30.0
$Slide decel:           15.0
$Expl inner rad:        125.0
$Expl outer rad:        1675.0
$Expl damage:           250.0
$Expl blast:            3500.0
$Expl Propagates:       YES         
$Shockwave Speed:       900.0      
$Shockwave Count:      2
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:            0
$Power Output:          90.0
$Max Oclk Speed:        100.0
$Max Weapon Eng:        100.0
$Hitpoints:            35000
$Flags:                         ( "freighter" "in tech database")
$AI Class:            Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:            2000
$EngineSnd:            126
$Closeup_pos:           0.0, 0.0, -315
$Closeup_zoom:          0.5
$Score:               200
$Subsystem: cargo01a, 4, 3.0
$Subsystem: cargo02a, 4, 3.0
$Subsystem: cargo03a, 4, 3.0
$Subsystem: cargo04a, 4, 3.0
$Subsystem: cargo05a, 4, 3.0
$Subsystem: cargo06a, 4, 3.0
$Subsystem: cargo07a, 4, 3.0
$Subsystem: cargo08a, 4, 3.0
$Subsystem: cargo09a, 4, 3.0
$Subsystem: cargo10a, 4, 3.0
$Subsystem: cargo11a, 4, 3.0
$Subsystem: cargo12a, 4, 3.0
$Subsystem: cargo13a, 4, 3.0
$Subsystem:                     turret01, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret02, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret03, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret04, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret05, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret06, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret07, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret02, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret08, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret09, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret10, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret11, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret12, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret13, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret14, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret15, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret16, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret17, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret18, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret19, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     turret20, 2, 1.0
   $Default PBanks:        ( "Terran Turret Weak" )
$Subsystem:                     sensors,         4, 0
$Subsystem:                     communication,   4, 0.0
$Subsystem:                     navigation,      4, 0.0
$Subsystem:                     weapons,      14, 0.0
$Subsystem:                     engine,         20, 0.0
   $Engine Wash:   Default100

that entry (I think thats the right one) and fly around it and try to distroy all the cargo pods. it should jump out at you what's wrong.

------------------
Bobboau, bringing you products that work.............. in theory
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

 
Venom was right.. i was wrong - PCS now has Smooth Shading
i am probrably all late and whatnot. i maybe have the proggy already but the older version, but can anyone (KAZAN) tell me where to get this program>??!??!

------------------
New Project Leader of the New Dawn Resolution Project in conjuction with the Metal Siren Network and staff member of The Eden Project.

The Metal Siren Network: Freespace 2: New Dawn Resolution - The Eden Project

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Venom was right.. i was wrong - PCS now has Smooth Shading
From my website

------------------
Who do you trust?
The Guy that wrote an operating system to sell
or the Guys that wrote an  operating system to use
---------------

"Why Climb it?" - "Because it's there."

"God is dead." - Nietzsche
-----------------
FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
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PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Venom was right.. i was wrong - PCS now has Smooth Shading
is it the POF construction suite plug in? also where do i install it at? how did u get a POF-Editor in the Modviw32? is it the latest version of the proggy? i might have the older 1...

[This message has been edited by deep_eyes (edited 11-29-2001).]

 

Offline ZylonBane

  • The Infamous
  • 29
Venom was right.. i was wrong - PCS now has Smooth Shading
Okay, I've been away from HLP for a while so this is all news to me. Am I correct in understanding that the FS2 engine has supported gouraud shading of textures this whole time, but none of the official models used it?

------------------
ZylonBane's opinions do not represent those of the management.
ZylonBane's opinions do not represent those of the management.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Venom was right.. i was wrong - PCS now has Smooth Shading
they all used it to some degree
many of them had the smoothing effect tone down.

------------------
Bobboau, bringing you products that work.............. in theory
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

 
Venom was right.. i was wrong - PCS now has Smooth Shading
its funny how 10 mins after i posted my issue with the modelview plug in, i figured most of it out by myself lol... only thing i cant figure out is now why is it that if i use regular texturing of a ship. lets say the Hecate, in the detail levels (which make it look less nice) in the modelview and in FS2 look like its supposed to. now i change all the textures of the ship, but not the names. when i view them in a lower detail they share the same textures as level 1. but then i changed the names, and the POF stays loading the original .pcx files that make the orignial hecate. so i got a hecate in detail 1 looking how i want it, then in level 2, it looked like its old self, but in level 3 (the lowest detail level), it looks as if it is fine using the new texures i imputed in level 1.

why doesnt the detal level 2 accomidate the sub-textures for smaller size? (example capital01b or 01c)? but when i left the names the normal way, it would remain the same as it should in all detail levels. is there a way i can edit the texture name list for the level 2 details to acomidate that level of detail Kazan?

------------------
New Project Leader of the New Dawn Resolution Project in conjuction with the Metal Siren Network and staff member of The Eden Project.

The Metal Siren Network: Freespace 2: New Dawn Resolution - The Eden Project

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Venom was right.. i was wrong - PCS now has Smooth Shading
 
Quote
Originally posted by deep_eyes:
its funny how 10 mins after i posted my issue with the modelview plug in, i figured most of it out by myself lol... only thing i cant figure out is now why is it that if i use regular texturing of a ship. lets say the Hecate, in the detail levels (which make it look less nice) in the modelview and in FS2 look like its supposed to. now i change all the textures of the ship, but not the names. when i view them in a lower detail they share the same textures as level 1. but then i changed the names, and the POF stays loading the original .pcx files that make the orignial hecate. so i got a hecate in detail 1 looking how i want it, then in level 2, it looked like its old self, but in level 3 (the lowest detail level), it looks as if it is fine using the new texures i imputed in level 1.

why doesnt the detal level 2 accomidate the sub-textures for smaller size? (example capital01b or 01c)? but when i left the names the normal way, it would remain the same as it should in all detail levels. is there a way i can edit the texture name list for the level 2 details to acomidate that level of detail Kazan?


yes, choose the lod in modelview, then open the pof editor and change its name.
SCREW CANON!