Author Topic: Official PCS2 Feature Request thread  (Read 120147 times)

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Offline Kazan

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Re: Official PCS2 Feature Request thread
well.. the BSP errors have been fixed.. curteousy for the BSP Debug tool (available when you load a POF, or after you save a file to POF)



oh.. and PCS2 can utilize multiple cores :D (POF Compilation on a Athlon 64 x2 AM2 4200+ using a debug build)
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Offline Flipside

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Re: Official PCS2 Feature Request thread
Hehehe, I'll have the fastest ship editor on the planet ;)

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
oh?


the reason why PCS2 can utilize multiple cores is because we use threads - the OS can then assign threads to whichever core they want.. if i wanted to be a masochist i could make it detect core count and concurrently compile multiple SOBJs independantly :D

[edit]new buil in buidls thread
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Offline Flipside

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Re: Official PCS2 Feature Request thread
Hehe, well, maybe not the fastest in the world but I'm still a little giddy from the Core2Duo ;)

Grabbed the new build, it was actually excellent timing, it saves me having to track down what CD the Descent Manager stuff is on :)

 
Re: Official PCS2 Feature Request thread
Am I not looking right or is there no  left, right,top,bottom, front,back buttons for the view?
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Offline Kazan

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Re: Official PCS2 Feature Request thread
top hotbar
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Re: Official PCS2 Feature Request thread
I see the rotates, but not those...

Also a more serious problem.... where are the subobjects X,Y,Z location values at? I need that value when making paths
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
to be displayed later
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Re: Official PCS2 Feature Request thread
Ah ok... good.  I'll have to copy and paste from PCS1 right now, but it's a lot easier to use than pcs1 is  :cool:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
the X axis is backwards in PCS1 (not in the resulting file... but in repsect to the standard directions it is)
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Offline Col. Fishguts

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Re: Official PCS2 Feature Request thread
In case you want to play around with ASE, here's a simple example. The standard Max teapot textured and with several smooth groups: Download

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Offline Bobboau

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Re: Official PCS2 Feature Request thread
the file specification would be most helpful.

also a file with a few cubes in a hierarchy would be nice.
« Last Edit: June 19, 2007, 05:10:12 pm by Bobboau »
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
I just remembered something that should be real easy to add to FSO if we had model support, the basic idea is we merge a submodel with it's parent, but we use a special BSP chunk to point to the geometry, this will allow detail boxes/spheres to work without incuring the multable subobject penalty.

the downside will be that the renderer in FSO will need to be modified considerably and use dynamic index buffers, and index data will need to be held in the poly data. might need to wait untill we define a new BSP spec. which will be much later.
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learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
OBJ3
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Offline Unknown Target

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Re: Official PCS2 Feature Request thread
Sorry if this has been suggested/implemented already, but will there be a direct .3DS or .LWO import? That'd be grand, if possible.

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
Sorry if this has been suggested/implemented already, but will there be a direct .3DS or .LWO import? That'd be grand, if possible.

no as those formats are superfluous with ASE support (and .3ds is pretty much undocumented)
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Offline Col. Fishguts

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Re: Official PCS2 Feature Request thread
the file specification would be most helpful.

also a file with a few cubes in a hierarchy would be nice.

See my post on the previous page for a link to the best format reference I could find.

I'll post another example with some hierarchy when I get home today.

EDIT: Ok here we go: A box with some boxes as children, which in turn have some children and so on. Also, some dummy helper points are attached to the smallest box.

Download here

« Last Edit: June 20, 2007, 03:46:29 pm by Col. Fishguts »
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Offline Nuke

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Re: Official PCS2 Feature Request thread
if you do use .3ds, and i hate that format, keep in mind that there are so many bad implementations of that format used in other progs that a great deal of idiot proofing would need to be done to make it compatable with as many programs as possible.
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Re: Official PCS2 Feature Request thread
I especially dislike the 8.3 filename format Max uses.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
wee look at all that green!
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"The Mountains are calling, and I must go" - John Muir