Author Topic: Official PCS2 Feature Request thread  (Read 120144 times)

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Offline Kazan

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Re: Official PCS2 Feature Request thread
i linked you one of the tutorials
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Offline Unknown Target

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Re: Official PCS2 Feature Request thread
I know I asked it before, but - any idea when .asc will be implemented? :) (That was the new format, right?)

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
for the 10th ****ing time it's a 2.1 feature (.ase)
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Offline Nuke

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Re: Official PCS2 Feature Request thread
How come when i Import something it doesnt show up?What i want tp Import-

are you making a starcraft mod?
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Offline Hades

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Re: Official PCS2 Feature Request thread
No i just found that on Scifi-Meshes.com.I have to really lower it from 500k polys to 50-100k polys.300k polys as of now. :P
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
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<batwota> KILL

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
Everything for 2.0 is green now.. RC1 builds have started http://www.hard-light.net/forums/index.php/topic,50099.new.html
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Re: Official PCS2 Feature Request thread
Couple things I'd like to see, both could be done once the bsp is constructed.

First since any angle turrets are now possible once again.  How about optional (assume straight up or down otherwise) three light points for each turret, named: CENTER, TOP, FRONT.  Have these attached to the base of the turret, actual location relative to the model is irreleveant.  From those you should be able to generate a top and front vector, which needs to be added to the subobjects properties.  I'm sure theres quite a few guys that'll love this feature, myself included.

Second, I mentioned this long time ago. But could it be possible to have a second style for turrets.
instead of:

Code: [Select]
turret01
        base
        turret01-arm
             arms
             turret01-fp-01
             turret01-fp-02
             turret01-fp-03

have something much simplier:

Code: [Select]
turret01
     base
     Barrel
         arms
          fp-01
          fp-02
          fp-03
         
       

that way when you need to place a dozen or so turrets of the same style (copy and duplicate), you don't have to go through the laborish task of renumbering everything.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Kazan

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Re: Official PCS2 Feature Request thread
probably don't need another light to generate those vectors, i can probably do it from the orientation of the subobject
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Re: Official PCS2 Feature Request thread
If you know the math how to convert angles to vectors, I bow down to you then. LOL
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
it's stored in the model as vectors.. but angles to vectors is easy.. vectors to angles is hard
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
hopefully this will be handled transparently, given how I want to make a subobject chunk with the orientation matrix as an integrated data member. you'll probably never need to deal with this directly (that is the whole adding stuff to the subobject properties thing) once we get everything sorted out.

BTW I should become active again sometime in December, my classes and work seem to be working together to all jump me and kick my ass as a cohesive force, I'm in a lul for the next day or two, but  by monday it'll all start up again, fortunately work seems to be giving me a slightly lighter load next week, but the week after is going to be ****ing ****.
« Last Edit: November 09, 2007, 11:59:26 pm by Bobboau »
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Offline TrashMan

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Re: Official PCS2 Feature Request thread
The last ew things I converted with PCS2 has abysmal colision detection/bounding boxes.

The new Galaxy I just converted has no collision at all (expect for hangarbay01)..the Duat I converted before had the same problem. :hopping:
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Offline Goober5000

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Re: Official PCS2 Feature Request thread
There is a severe bug with bounding boxes which causes models to crash or produce other errors.  I've opened an issue in Mantis.

 
Re: Official PCS2 Feature Request thread
There is a severe bug with bounding boxes which causes models to crash or produce other errors.  I've opened an issue in Mantis.

Maybe thats where my problems are coming from to.
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 TrashMan

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Re: Official PCS2 Feature Request thread
Hooray! Let's hope it gets fix0red soon. I'm tired of re-converting the same ship 10 times in a row, hopeing it will turn out allright :(
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
the 12th is when my chunk of free time should start.
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DEUTERONOMY 22:11
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Offline Kazan

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Re: Official PCS2 Feature Request thread
this week is dead week and next week is exams.. after that i should be able to dedicate some time to working on pcs2 and other projects around here
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Offline Kazan

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Re: Official PCS2 Feature Request thread
nasty BBOX bug fixed, new item (side-facing turrets) added to 2.1 roadmap

start filing requests for 2.1/2.2 features - soon as the current batch of issues in mantis are fixed i'm going RC2 which is mostly going to be concerned with multi-platform compatibility (linux, mac os/x if we can get taylor's help)
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"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

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Re: Official PCS2 Feature Request thread
I am working on it right now, I am fiddling with some BSP stuff, and I think I got that old geometry filter working properly.

[edit]OH looks like someone found a UI bug!/*jumps on it*/[/edit]
« Last Edit: January 07, 2008, 04:32:35 am by Bobboau »
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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Re: Official PCS2 Feature Request thread
ok, I think I fixed the subobject deletion bug, but I'd like confirmation on that.

also you might want to through really nasty geometry at my sig build and see how well it handles it, I have enabled the new geometry filter, it should be able to handle concave geometry now. though it's well within possibility there are certain cases I didn't cover. think of it as a game, just bool a bunch of stuff together that you know should not even attempt to be converted and see how well it does.
it only works during COB importation BTW.
« Last Edit: January 07, 2008, 05:43:44 am by Bobboau »
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