Originally posted by stithe2000
Must haves for upcoming PCS2:
1) All importing options that was in the last release of PCS.
All editors will have data importing, if I don't code it bobboau will once i upload PCS2 to CVS tommorow when i get back to iowa
2) Aurora's auto path option.
Bobboau will have to describe this to me, and possibly code it
3) Model Scale (measured in meters like in modview32
that's trivial
4) Model rendering screen in all formats that FS2_open supports
what do you mean? textured, flat, wireframe? or do you mean GFX features? that would be bobboau's job.. but he's going to have to learn openGL
5) In render show all. Such as thrusters glow points, etc. This will help with modellers getting the effects, and details right on the model more effienctly.
the renderer was incompete in PCS1 - all editors will display their data in PCS2 - it will be context based
but it would be fairy simple to add a toggle for "context" or "all" of such details (i'd NEVER turn on "all" - too cluttered)
Wish list:
1) An error box, so that if there is a model fault the modeller can locate and correct a bit faster.
one of the features of the editor will be "constraints checking" - which means ensuring that no two polygons have a duplicate centroid, and that all polygons have at most 20 points - the internal model editing features should be capable of resolving these errors with user interaction, or automatically
2) An object remover/importer/ hierarchy adjusting tool. This option will help modellers like myself who are constantly upgrading models to keep up with the new SCP features.
it shouldn't be difficult to allow you to copy an entire SOBJ from one model to another, manual and tree-based hierarchy editing shouldn't be difficult either - you'll also be able to edit the detail levels, debris lists, and splits
I do not mind redoing a whole model if there is a mess up in the mesh, but these are things that may help in the long run! Thanx in advance guys, and keep up the good work! Looking forward to seeing what you guys create! Good luck!
thank you
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Ok, let me write a short thing on how things are working here. I have already designed and implemented PCS Model Format (PMF) which all editing is done in. This makes the internal data game inspecific so that in the future it can support both FS2 and Ferrium, also it makes it easier to write support for new model formats - you only have to translate from TypeX to PMF, which doesn't involve a BSP split. Translating most formats to PMF should be considered trivial (tedious) at worst. The only time that the BSP enters into it is parsing the BSP from a POF to load it into a PMF slot, and generating BSP (on save) when saving to a POF.
PCS2 will support up to 10 simulatenously loaded models - switching between working with models via a radio-group menu. Copy+Paste support will be replaing "import from pof" so you'd just have to select File B, what you're copying, copy, select File A, and paste.
Gun/Missile hardpoint and turret editing are each in one menu - you just create turrets, they're one list and you specify type (gun/missile) when saved to pof it puts the appropriate ones into the appropriate lists. (in order found)
The GUI that i have already begun to implement is designed to look vaguly like ModelView - it will have a large segment of the window dedicated to render - then controls will be laid out along the right hand side. Editors will be spreadsheet like, and each is tabbed between via a radio group in the toolbar (which i need graphics for), i was hoping to inline a little bit more - such as putting the "Add new" button onto the next row in the spreadsheet, but as far as I can tell wxGrid doesn't support having a button on it - i will see what i can do and may be able to possibly implement ths behavior myself (which I will be happy about)
Coding this is wxWidgets is anything but trivial - which means in win32 code it ould be a nightmare!
im going to bed soon, i'll be on the road at not long after 6am tommorow - I have to go from Green Bank, WV to Ames, IA - hopefully i'll be posting again by this time tommorow night.