Author Topic: Official PCS2 Feature Request thread  (Read 149474 times)

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Offline Kazan

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

wha?? you mean scaling the conversion? um.. that's already present in 1.0

Glowpoint manipulation and Lod/Debris positioning?

glow point manipulation is already present in the 1.0 tree, and look at the first post in this thread under 2.0 roadmap

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Offline Colonol Dekker

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Re: Official PCS2 Feature Request thread
Well what about adding some sort of point click/drag interface to it then?
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Offline IPAndrews

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Re: Official PCS2 Feature Request thread
Actually PCS2 is going to be driven by a text command line interface.
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Offline Kazan

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Re: Official PCS2 Feature Request thread
Well what about adding some sort of point click/drag interface to it then?

not going to happen - this isn't a modelling program, it's primarily a conversion program
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Offline Colonol Dekker

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Re: Official PCS2 Feature Request thread
Fair enough,  if i dont ask i won't know these things. :)
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline IPAndrews

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Re: Official PCS2 Feature Request thread
if i dont ask i won't know these things. :)

Except for the thing that was in the first post that you didn't need to ask about.
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Offline Flipside

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Re: Official PCS2 Feature Request thread
I still want .lwo support, it would make my life so much easier, problem is, apart from Omni, I think I'm the only Lightwaver left, specially since Mikhael doesn't seem to come here any more :(

Now, if you could combine PCS2.0 with some kind of table-file generator, so you can edit each subobject, assign it a hull percentage, apply a rotation script, or firing points and rotation details if it is a turret, and then generate the .POF and the basic table files at the same time (especially if you could watch the animation effects in PCS2 first), that'd be very useful....

Problem is, that sounds more like something that would need work from all the coders who did each feature rather than samething it would be reasonable to ask a lone member for :(

 

Offline Kazan

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Re: Official PCS2 Feature Request thread
yeah.. all those advanced features (multitexturing, animations, etc) will require each appropriate coder to help me

as for the extra values for a table.. maybe for the 2.3 roadmap i could add in all those other values and then POF export would be POF/.tbm
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Offline Lt.Cannonfodder

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Re: Official PCS2 Feature Request thread
I still want .lwo support, it would make my life so much easier, problem is, apart from Omni, I think I'm the only Lightwaver left, specially since Mikhael doesn't seem to come here any more :(
I'm a 'waver too, so you are not alone :)

And omni uses max for modelling, even though he knows his way around in LW.

 
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.

Something similar on this note, although a lot easier to code would be something like this.  My fighters are symetrical i put a gun at say (10,5,2) there is always a gun on the other side, mirror it so its (-10,5,2).  It'll involve copying the existing gun data node, alter the specific axis and add it to the gun list... I could even code that for you  :)

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Offline Bobboau

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Re: Official PCS2 Feature Request thread
wonder how you have things coded that would make that dificult, it should be
add_new_thing();
copy_currently_selected_thinngs_data_to_new_thing();
set_new_thing_as_selected_thing();
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Offline Kazan

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Re: Official PCS2 Feature Request thread
wonder how you have things coded that would make that dificult, it should be
add_new_thing();
copy_currently_selected_thinngs_data_to_new_thing();
set_new_thing_as_selected_thing();

 for ONE thing it is that easy - but you have to setup a copy and paste function for EACH object you want to be able to copy paste
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Re: Official PCS2 Feature Request thread
If you can automate the copy and paste then doing it for multiple objects shouldn't be a problem. a simple foreach loop...

btw are we talking about mesh objects or simple point objects like engine glows and gun mounts?
« Last Edit: August 17, 2006, 09:30:21 pm by Scooby_Doo »
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Offline Kazan

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Re: Official PCS2 Feature Request thread
If you can automate the copy and paste then doing it for multiple objects shouldn't be a problem. a simple foreach loop...

i was talking about types of objects, not instances of objects
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Offline Bobboau

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Re: Official PCS2 Feature Request thread
do you have the editors set up yet? if not (or if you felt like rewriteing everything) you could make some universal array template editor class and code it once.
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Offline karajorma

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Re: Official PCS2 Feature Request thread
Something similar on this note, although a lot easier to code would be something like this.  My fighters are symetrical i put a gun at say (10,5,2) there is always a gun on the other side, mirror it so its (-10,5,2).  It'll involve copying the existing gun data node, alter the specific axis and add it to the gun list... I could even code that for you  :)

I just used subsystems as an example. Bob was saying that anything that has data should work that way (so including gunpoints :D )
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Offline Kazan

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Re: Official PCS2 Feature Request thread
do you have the editors set up yet? if not (or if you felt like rewriteing everything) you could make some universal array template editor class and code it once.

i already have the editors templated out, only header works though, but this would be data duplication not really stuff in the UI other than the hooks to trigger the copy and pasting
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Re: Official PCS2 Feature Request thread
Another feature, although you've already got it added.  I see there is a rotate by axis, but is there a view front/back,left/right,top/bottom? It would make editing points much easier.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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Offline Nuke

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Re: Official PCS2 Feature Request thread
that would be cool. but im not a big fan of multiple views. just a number of view angle buttons to toggle between them.
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Re: Official PCS2 Feature Request thread
Thats what I was referring too... view angle buttons, sorta like whats in Modelview..

As I'm working on pathing right now, I thought of another minor nice feature, change the color of the path your current selected, like yellow.  That way I know which one i'm working on.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

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"Quick everyone out of the universe now!"