Author Topic: Official PCS2 Feature Request thread  (Read 120741 times)

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Offline Kazan

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Re: Official PCS2 Feature Request thread
Not to get off-topic but where did you get that Waterloo?

it's a WCS model
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Offline Kazan

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Re: Official PCS2 Feature Request thread
If you could make a documentation for your PMF format available, I might be tempted to write a Max ASCII -> PMF converter.

i could do that once 2.0 comes out so PMF is finished
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Offline Kazan

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Re: Official PCS2 Feature Request thread
Support for >100 subobjects as well please. PCS1 actually would do it but it messed up one of your list boxes :).

ha.. that must be a windows API problem :D - other thing added to 2.1 roadmap
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Offline Kazan

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Re: Official PCS2 Feature Request thread
one more, cut and paste for all 3 coords in an xyz field array, rather than doing it one number at a time.

added
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Offline IPAndrews

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Re: Official PCS2 Feature Request thread
ha.. that must be a windows API problem

Your numbers just needed padding with 0s to 3 digits. 999 sub-objs should be enough ;).
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Offline Kazan

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Re: Official PCS2 Feature Request thread
If you could make a documentation for your PMF format available, I might be tempted to write a Max ASCII -> PMF converter.

i could do that once 2.0 comes out so PMF is finished

of.. if you're curious

(if you're curios what a kaz_vector/kaz_vector is.. it's my temporary replacement to std::vector/std::vector so i can debug inside the ****ing things - and they're almost certainly faster and less memory-consuming than the dailywtf-deserving MSVC6 implementation)

http://alliance.cvs.sourceforge.net/alliance/pcs2/
pcs_file.h/.cpp
pcs_file_dstructs.h/.cpp

read/write functions right at the top - don't let the preprocessor defines bite you in the ass though

if you're any good at coding i'll give you repository write access and you can write me readers/writers for the formats you want

« Last Edit: August 15, 2006, 09:23:13 am by Kazan »
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Offline Col. Fishguts

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Re: Official PCS2 Feature Request thread
It's been quite a while since I've done anything with C.

I was more thinking along the lines of writing a converter that tranlates Max ASE files to PMF files in ASCII, and then read the created PMF with PCS2. If that's not doable and I can muster the will, I might try adding it directly to PCS.
I'd like to take a look at a PMF file containing some simple geometry, once you've done.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
the entire PMF format is documented in code... you could do the Max ASCII->PMF but i'd prefer to keep everything inside, anyway any code do to that would be doing the same thing as the code you'd be writing for internal support - you wouldn't have to write any of the hooks just the PMF::read_max and PMF::write_max functions, i'd take care of everything else
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
I'm glad someone else brought up Axes (or is it Axi?). I have a hell of a time with them... :D  If it would be easier in program, then my dream of quickly switching out old turrets for new (more detailed ones) on certain ships would be a snap!  :nervous:
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Offline Nuke

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Re: Official PCS2 Feature Request thread
you mean subobject import? that would be nice.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
no he didn't mean that.. but that's a feature i could consider vaughly.. but why the hell don't you just do it in your stinking modelling program for ****'s sake
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Offline Nuke

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Re: Official PCS2 Feature Request thread
i think he wants to import new turrets into existing freespace ships
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Re: Official PCS2 Feature Request thread
i think he wants to import new turrets into existing freespace ships

I'd love to see that added  :nod:

One of the homeworld editors (i forgot the name ages ago) had that. You could import a turret, position it, then make an array of clones, flip them around...

At least allow some "predefined templates".  I do this with cob files but its quiet annoying having go to in an rename each turret's number (the turret, the turret arm, the turret's firepoint(s), the destroyed turret...etc)

« Last Edit: August 16, 2006, 12:18:42 am by Scooby_Doo »
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Offline Nuke

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Re: Official PCS2 Feature Request thread
perhapse make a turret prefab. a turret only, complete with data in pof format, with the base on the 0'0'0 plane. import those into pcs2, enter position and orientation info, and boom, pcs 2 does the rest.
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Offline Getter Robo G

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Re: Official PCS2 Feature Request thread
Because Kazaan-san, you have the power in you to build the greatest ship-editing program in-the-world! (ok, that's maybe a little over the top :D)

I like that term, "sub-object import". Sorta like how DOGA is all drag and drop and rescale. I can already imagine the hijinks ,er, serious research projects I could start with such a feature...  ;7

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Offline Bobboau

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Re: Official PCS2 Feature Request thread
I'll try to see if I can help any this weekend.

a feature you absolutely must have, and make sure it's there from the begining, COPY! new, delete, COPY. I cannot stress how much easier this one little feature makes editing, and it's so simple to implement if you make sure you do it as you go along (rather than going back and doing it later).
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Offline Kazan

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Re: Official PCS2 Feature Request thread
are you talking about the x/y/z coordinate copy? or what? copy what exactly?
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Offline karajorma

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Re: Official PCS2 Feature Request thread
I think he means that you should be able to copy any details that aren't added by autogen (And some that are). For instance if I add a weapons subsystem on one side a ship in PCS I should be able to click copy, add a minus in front of the X value and rename it to create a navigation subsystem on the other side of the ship.

That's something PCS can't do at the moment and it's miles quicker than having enter all the details for every subsystem by hand.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
ok.. that's going to be a lot of code
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Offline Colonol Dekker

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Re: Official PCS2 Feature Request thread
Scalable outputs been considered i take it?
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