Author Topic: Modelview Update  (Read 21922 times)

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Offline Trivial Psychic

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Perhaps you could rid MODview of one realy nasty bug.  This actually may be due to the afore-mentioned memory leak resulting from the perhaps over-zealous limits boost.  When I've been working with a model for some time, it gets to a point where MODview is using up too much memory and refuses to save the model I'm working on.  Furthermore, upon shutting down the program, I find that the model file has now been chopped in filesize from 1000 KB to perhaps 300 or even 1K and is completely corrupt, meanling a loss of all work on that model.  It's one of the main reasons that I still use PCS1 for most of my pof editing.
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Forgot to say thanks to taylor for finding the bug on importing high poly models.  Modelview will import up to a 30,000 poly model but FS2 crashed on trying to load the mission.  Didn't really check anything out with it, could have been something wrong with my base model.

Kazan - If PCS had a rendering engine like Modelview then it would be the ultimate model tool.  Pretty much the reason I goto Modelview is its much easier to place gunpoints/turrets when you have a textured model that you can move around and not just rotate.  Check your PMs.

I know that memory leak is a nasty one.  But I don't think it has to do with the up'ed model limits.  I used the low poly version of it for a long time and would get slow down after a lot of moving around.  Depending on what me and Kazan do I'll try and see if I can find that leak.

 

Offline StratComm

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It's important that I point out that the Modelview crosshair-style points are probably it's greatest advantage (combined with the fact that those points cull correctly), even over moving, because it's not an educated guess where something is getting placed.  The display method in PCS 1 was less useful for that because of how it treated points, among other things.

As for the memory leak, I doubt it's caused by bumping limits but it's certainly exacerbated by them.  It also seems to happen more in edit mode, almost like it's not freeing the old chunk (or worse, the model) and just adding another instance to memory when it applies something.  I haven't taken any kind of look at the source, of course, so I really don't know.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Unknown Target

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Kazan, if you combine efforts I'd prefer if you kept Modelview's interface and your functionality. No offense but you haven't been the best at making things user-friendly, and definately not as much as Modelview :)

And if either of you do continue the upgrade, could you maybe fix Modelview's importer? It seperates all the vertices in the final mesh.

  

Offline Kazan

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Kazan, if you combine efforts I'd prefer if you kept Modelview's interface and your functionality. No offense but you haven't been the best at making things user-friendly, and definately not as much as Modelview :)

And if either of you do continue the upgrade, could you maybe fix Modelview's importer? It seperates all the vertices in the final mesh.

i freely admit my ability to write user friendly interfaces is lacking, possibly has to do with the fact i HATE writing user interfaces.

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Offline Kazan

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Kazan - If PCS had a rendering engine like Modelview then it would be the ultimate model tool.

you haven't see screenshots of 2.x builds have you?  :D

it's not as featurific as modelview yet but it was slated to do most of the same things - then in the post-2.0 roadmap was planned to add some simple geometry editing.

latest source build (done just to take this screenshot)
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Quite nice!  I actually like working on GUI stuff.

 
Looks to be very much an improvement.  :yes:

Updated tools are just as important as game engine upgrades, and I'm happy to see it starting to happen. Keep up the good work guys!
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Offline StratComm

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For the things I've needed to work on recently, there's already more functionality crammed into that screenshot than PCS and Modelview combined.  If it saves.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Pilot Of The US

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What's the "FUEL" used for?

 

Offline Trivial Psychic

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Actually, nothing.  However, I expect that Kazan planned it to be part of his alternate model format planned for use with Ferrium.
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Offline Goober5000

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Offline Mehrpack

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hi,
a question, download the file and unzip it to the install dictionary of the modviewer, and nothing other?

if yes, i got a crash immediately if i want to start the modview.exe.

operationsystem is win2k with sp4 and the last patches.

if you want, i can send you the drwaston log.

Mehrpack

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Offline Getter Robo G

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Shield importing...

PCS won't pof model, MV does. Model works in game.

Go back and import a shield mesh and upon hitting the check button to apply it causes CTD error and model is corrupted to 0kb.

Just thought I'd throw that out there...

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Offline Kazan

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won't "POF model"? wtf you mean?
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Windows 2000 SP4 is what I have been developing it on.  Make sure there is nothing else fishy going on.

About the shields, I have not touched any of that code.  Sure its not a bad shield to begin with?  For me at least Modelview doesn't import shields right when importing a cob.  Whereas PCS loads it up just fine.  Haven't even looked at that code so I'm not sure if Modelview is expecting the shield to be setup differently then what PCS wants.

 

Offline StratComm

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You may try using PCS to import.  If the old shield chunk was valid, PCS won't complain.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline aceofspades

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Kazan, I'm pretty sure 'won't POF model' means 'won't make a .pof file out of the model'.
I wonder if the Shivans eat chocolate? Or play FS2, for that matter.

 

Offline Getter Robo G

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:Giggle:  The various messages and symptons have been well documented over the (years). 

Sometimes you just have to bite the bullet and use modelview, otherwise you aint gonnna get that model in game.
One thing I have noticed is that using the "High level cob2pof" program is a risky thing as when you try to then edit it with PCS it compains "is this a valid fs2 model?" so at that point you are screwed...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Back on topic.

Two questions for Darkhill/Taylor.......

1) Are you going to add glow support and activate path editing?

2) Is the source code available? Perhaps you can give it me/post a link?

OK THREE questions I lied!!!
3) The version on your link compiled 16/04/2006 does not seem to allow high poly models is there a newer version?

 :headz:

If you dont ask you dont get