Author Topic: POF Constructor Suite 2 Interest Poll  (Read 5350 times)

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Offline HotSnoJ

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POF Constructor Suite 2 Interest Poll
In the words of DG, "Do eeet".
I have big plans, now if only I could see them through.

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Offline Taristin

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POF Constructor Suite 2 Interest Poll
Hell ****ing yes we want this! :D (And I don't swear for just anything)
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Offline Unknown Target

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POF Constructor Suite 2 Interest Poll
One thing, Kazan, about all your programs (no offense): your GUI's are REALLY harder than they need to be. Try making them a bit easier to use ;) (try implementing 3D more)

  

Offline Taristin

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POF Constructor Suite 2 Interest Poll
I just want something like Aurora, but only something that works... Aurora doesn't show 90% of the textures on ships, and crashes every time I close it...
So if there was a program that displayed models as well as modelview, had the functionality of PCS, and the specular highlighting, glow-mapping, and engine trails of Aurora, we'd have us a winner. :)
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Offline Kazan

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POF Constructor Suite 2 Interest Poll
I haven't used aurora - but my GUI's are "harder to use" because I was using straight win32 API - i'm going to use WxWindows if I write PCS2

if bob sticks in his render features into POFRender.cpp of PCS [which he has read-only access to the cvs of] then there you go
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Offline Taristin

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POF Constructor Suite 2 Interest Poll
Make him, but make sure it actually does work... I hated it not working on my PC
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Offline Bobboau

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POF Constructor Suite 2 Interest Poll
Aurora is realy a messy messy thing, I'm not going to lie about that, it's got a basturdised half object oriented half procedural structure (the DX code is nearly all procedural, the GUI is all OO, the internal pof handeling stuff is... nether) that even I find absurd, Aurora was suposed to be for me mostly a learning experience, todays HT&L upgrade is a _direct_ decendent of what I learned from Aurora, now it does have a realy cool (IMHO) interface, if somewhat sloppy, another thing Aurora was suposed to be was my own personal customized suited to my desires and specifications POF editor designed from the ground up for expandability (new data chuncks) to this end it has suceeded, I can probly add a new data chunk in about an hour or two even after not playing about with it much over the last nearly year, and there is sort of a drag and drop interface, and I have some half fineshed polgon editing capabilities (UV editing and normal editing)
I am quite tempted to start over with a better design for the DX code and better integration of it into the MFC GUI code, but I know it would be better for practical reasons to try and ether fix Aurora's many bugs (I think i fixed the biggest one were it would overwrite what ever was in the pof with what ever was on the screen when it loaded a new model, wich when you loaded a new model would erase the mass and moment of inerta data, link in sig, test it) or focus on FSO entierly

I don't think there is anything other than concepts that Kazan can or would want to take from Aurora (especaly becase my renderer is DX and his is OGL) about the only thing that he realy could use would be the bit of code that takes the jumbled up FS BSP data structure and straitens it out for faster rendering (HT&L) and even then he'd basicly have to rewrite it (becase it's in DX not OGL).

now it is a very cool idea thinking of  PCS2.0, a PCS powered pof editor with a better interface, something closer to what I wanted Aurora to be, but Kazan's time is quite limited, a situation I know all to well, would his limited time be best spent makeing a totaly new interface (I'm assuming he isn't going to rebuild his POF handeling class) for PCS, improveing the exsisting PCS code (there are a few things I'd still like to see, there is the auto-faceting thing I was talking about before, and check the path options I made for Aurora), or makeing improvements to his FS_Open network code (wich from what I've seen seems to work quite well) (or he could take a crack at implementing OGL's HT&L code wich is currently just stubbed out)

so improvements to the PCS interface (wich I like quite a bit as it is now), the biggest improvement would be integration of the render window into the GUI (I would like something that looks sort of like Aurora, obviusly, with a render window on one side and a tab control (that would look esentaly identical to the exsisting PCS interface) on the other) a bank of render control options somwere, an option for showing the model in full window or full screen mode would be cool,
I think I may photochop something together
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Offline Bobboau

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POF Constructor Suite 2 Interest Poll
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline StratComm

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POF Constructor Suite 2 Interest Poll
Be nice to see something like that available.  Looks extremely cool though. :nod:

Oh, Kazan, you mentioned that it wasn't PCS that caused dissapearing/fly-through faces.  What does?  It certainly isn't always gemoetry, as I've had the bug on triangulated models.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Kazan

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POF Constructor Suite 2 Interest Poll
StratComm: It's FS2

Bobboau: word, that graphic was kinda of my idea - but would look at lot better after the first view PCS2 betas because then i could use the power of the GUI library to beef it up

FYI: DO NOT USE MFC - use wxWindows, it's platform independant and more powerful
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Offline Bobboau

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POF Constructor Suite 2 Interest Poll
can I get it to use MSVC's resorce editor?
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

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POF Constructor Suite 2 Interest Poll
no - but there is no reason too - it's very easy to layout - it's all OOP
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Offline redsniper

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Re: POF Constructor Suite 2 Interest Poll
Quote
Originally posted by Kazan
HELL YES WE WANT THIS
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Offline karajorma

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POF Constructor Suite 2 Interest Poll
Quote
Originally posted by Kazan
StratComm: It's FS2


I've had the fly-through problem myself with PCS and the models worked fine with cob2fs2.

What I ended up doing was converting the model twice. Once with PCS for the auto-turret etc and then again with cob2fs2 for the model itself. Then I'd import the auto-turret data into the cob2fs2 pof.
 That solved my problem but it's obviously not an ideal solution.

It does show that the problem can't be with the way PCS saves the pof but more likely with the way it converts them.

As for PCS 2. I definately want it :D
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POF Constructor Suite 2 Interest Poll
HELL YES WE WANT THIS

There - figured you needed another one of those :)

Good luck with the RL situation - hope it turns out ok for you.

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Offline Kazan

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POF Constructor Suite 2 Interest Poll
um... you were having collision problems with pcs but not cob2fs2? something is extremely wrong here - waht version of PCS? and was it having problems colliding with [V] ships or older mod ships converted with cob2fs2
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Offline karajorma

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POF Constructor Suite 2 Interest Poll
It was with an older version that I noticed the problem but it reoccured last time I tried converting with PCS 1.3.4.

I'll have to test it again (I last tried it a couple of months ago).
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Offline aldo_14

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POF Constructor Suite 2 Interest Poll
Y 'know, i remember having fly through problems with a model...can;t remeber what one it was, but  think it just came down to the Sheer size of the damn thing - presumably something to do with the limits the game engine places on certain ship clasess (?)

 

Offline Taristin

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POF Constructor Suite 2 Interest Poll
I'm not aware of the game knowing a difference in actual classes, other than bombers, fighters, support, and big ships...
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Offline Kazan

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POF Constructor Suite 2 Interest Poll
something is funky with your model.. look at a model with BB and SS debug on
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