Author Topic: PCS2 Test Builds  (Read 93349 times)

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Offline Vasudan Admiral

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ok, I put my theory to the test, I really really, really really really REALY _REAL_ ***REALLY*** would like it if _you_ who ever you are would test this build here as soon as posable with what ever COBs any verson of PCS has not liked, note I have BSP caching disabled so everytime you save a model it's going to recompile it. do note that is not my sig build and it lacks the dlls that comes with my sig build.
Heh, I don't actually have any SCNs PCS1 doesn't like - whenever it hasn't worked in the past, there's always been a very valid reason for it.
So, looks like I'm gonna have to make some very nasty stuff to try and choke it then? This could be fun. :D

ok, just updated the sig, fixed a few bugs, modified the auto-path (those values seem to work much better) and added an orthographic projection option.

though I'm still working out some bugs with the ortho.
lol, that's awesome. A couple of hours after the request and it's implemented. :D

Anyway, yeah, the autopathing works fine by the looks of it now. Loverly, thanks. :)


A couple of small potential feature requests: (wrong thread sorry, I know, but they're not important ones)

1) Would it be possible to bring back the persistant selected LOD/Debris feature the older builds had? Curently, if you select LOD2 and then go to textures or anything else, it will switch back to LOD0 straight away. However, the new system that highlights the selected subobject is good and shouldn't change back to the 'view-selected-subobject-only' thing. :)

2) Also along this line, would it be possible to view all debris chunks at once?

3) In the texture-editor, a button that would open the currently selected texture (opening it in a particular program, just opening it with whatever explorer has associated with that file type, opening it in a custom PCS2 based viewer; anything as long as it lets you see what the 2d texture looks like) would be really handy. Might that be possible?

4) In the little subobject info box in the subobjects editor, it currently displays only polycounts. Would it be possible to get it to display the stuff modview does as well?
Ie:
Code: [Select]
Boundingbox min: -32.87|-116.92|1060.50
Boundingbox max: 6.64|-39.14|1079.69
Radius: 38.89

Parent submodel: turret01a
Offset: -13.11|-48.20|1070.09

5) Just a reminder really - for when you're translating subobjects, a text box based co-ordinate field you can edit to set the selected object's offset to. This was planned a long while ago, but just got forgotten about again I think. ;)
Quote from: Bobboau on page 8 of this thread
and yeah I keep forgetting to put the offset editor in, it'll be a matter of a few minutes, if you had come in a few hours ago I'd have jumped right on it, but I got to sleep now.
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Offline Bobboau

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actualy the offset editor is in, it's just above subobject properties.

and my current code base is testing an experimental feature that has an extremely good chance of not getting into CVS directly, so while I'm testing my little BSP trick I can't realy implement anything else (so try to break that build's BSP converter)
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Offline Unknown Target

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Bob, I don't know if it was just added in in that build, or it was added earlier, but using that BSP build you posted in page 14, I was able to properly convert a fighter while only using 3DExploration to generate the .COB.

I am using one of my messiest models when I test all this, so, this might be up to the modeling - but is there something with the smoothing groups? I have one specific area (well, the same area on both sides), where the smoothing groups get a little messed up. Like I said, though, it probably has to do with the conversion/actual model itself.


By the way, a request: when we're fine-tuning the radius, it'd be nice to have a button that makes it visible, a la the F3 viewer in the game itself.

 

Offline Kazan

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1) Yes - bob can you set a toggle button in the taskbar "SubObject select persists" or something - while it's pressed it locks render activity to the current selection even if you select another thing like turrets
2) I'm sure bob could make this mod - "Geometry->LODS" and "Geometry-Debris" as roots
3) this would be sorta operating system dependant... but probably doable
4) i'm sure bob can do this


---
as for "more than one polygon in a single BBox/poly/eof" thing... i'm not comfortable with that... find me a [V] model that does this and get a well defined set of situations..... but as my understanding of BSP trees works that's bad... though i dunno what three of those lists (prelist, postlist, inlist) are for either (and neither did anyone else)

---
smoothing groups are completely irrelevant to POF generation.   it's 100% geometry that determines whether the BSP is generated or not.
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Offline Unknown Target

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A bug with the renderer: when a toolbox appears if you hover over, say "Render this model as a wireframe", and you move your mouse away, a beige window stays where the toolbox overlapped the render window.

 

Offline Vasudan Admiral

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actualy the offset editor is in, it's just above subobject properties.
Ah, so it was right under my nose. No wonder I totally missed it. :\
No idea why, but I expected it to appear at the bottom of that editor pane. Ah well, that's great - thanks. :D

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Offline Bobboau

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well that's the way I had it at first, but I thought it was sort of.... hidden there, so I moved it up...

Kaz EVERY V model does this...
for example, (first model I check) bomber08.pof, it has a node with 6 polys in it starting at offset 12100 (thats the bbox, the actual polys start at 12132) in the first subobject. as I look at the data it looks like at least half the geometry is in groups with more than one poly. fighter2s-03.pof has a bunch too, like a group of three starting at offset 9180 (bbox) in subobject 5 (the main LOD object).
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Offline Bobboau

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updating sig with orthographic raypick fixes.
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Offline Bobboau

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I am equally open to shell opening graphics as opening a texture viewer, although I should probably mention that we WILL be implementing a UV editor at some point in the distant future which will basically have the texture displayed. and this will probly be redundent at that point so it might not be worth it to make a specal viewer (shell open would still have some use though, so I think I'm gona go with that one).

what we realy need is a 'reload textures' option, I don't feel like delveing into the texture management code right now though, but a function like that might very well exsist.

I had code specific for reseting the selected model (and thus LOD) to the main LOD root when not in SOBJ editing mode, disableing this code will leave the last selected subobject active. I'll add code such that if the active subobject is debris it will render all debris.
« Last Edit: July 01, 2007, 04:07:16 am by Bobboau »
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DEUTERONOMY 22:11
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Offline TrashMan

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I've put the chrash problem on Mantis, alltough I'm stil lnot sure what exactly is causing it..

NOTE - I've put it into the wrong category - PMF Support instead of POF compiler

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Offline Bobboau

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try running it through the build I posted near the bottom of the last page. look in the lower left hand side of the window, in the tool bar, it should tell you what it's doing when it crashes.

hey, Kazan is the path to a given texture saved any ware (and if so, how do I get it)?
« Last Edit: July 01, 2007, 05:09:16 am by Bobboau »
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Offline TrashMan

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Wohoo..it managed to convert and save it...

I'll have to test it in-game to make sure it didn't screw up the boundnug boxes or some other stuff....
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Offline Bobboau

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good, I like how that one little thing seems to make the BSP generation bulletproof.... so far...
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DEUTERONOMY 22:11
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Offline Bobboau

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ok, sig has been updated again, fixed a minor issue with the graphics that I doubt anyone will notice, and added most of the requests I got from VA and others.
Bobboau, bringing you products that work... in theory
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DEUTERONOMY 22:11
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Offline Kazan

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no the path to a texture isn't saved... but it could be with a minor change

[edit]
can you characterize the behavior of WHEN it puts more than one polygon in the same endpoint... is it if all the centroids are within a certain radius?
« Last Edit: July 01, 2007, 09:19:22 am by Kazan »
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Offline Woolie Wool

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Will you be able to replace the turret submodels on a model with different ones in future builds?
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Offline Kazan

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PCS2 is no longer alpha - all but 2 features on the 2.0 feature list are complete (those being COB saving and the smoothing reverse engineer that must be done for it) which will be the LAST things put in once everything else is stablized.

New build - please delete your previous pcs2.ini's as there are new defaults that you will need to have
http://ferrium.org/media/pcs2-beta-20070701-1016.zip

the new default is the 1st texture path is <appdir>\textures (<appdir> is a new special-tag that gets replaced by the applications directory) - and included in the zip is a 10x10 transparent .tga for "invisible"
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Offline Kazan

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hey bob.. how hard would it be for you to setup the code to calculate the MOI of the PCS_File POFTranslated' - since you understand the math better than me.  I was just thinking and thought that it would be best to put it in before we move 2.0 to release candidates

(math reference thread http://www.hard-light.net/forums/index.php/topic,39723.msg808065.html)
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Offline Bobboau

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Will you be able to replace the turret submodels on a model with different ones in future builds?
you can do that with current builds, go to the submodel editor and click the load button (ignore save it's on the road to being removed)

can you characterize the behavior of WHEN it puts more than one polygon in the same endpoint... is it if all the centroids are within a certain radius?

when V models do it? there doesn't seem to be much of a rule other than they all fit within a bounding region well (they are all neighbors, they usually, but not always have a very similar normals, there centers tend to have at least one dimension within about a meter of each other). though a lot of the groups, especially those with just two polys in them tend to have a distance of no more than one meter between poly centers.


I could give MOI a shot though I can't promise I'll get it working...
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DEUTERONOMY 22:11
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Offline Kazan

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I could give MOI a shot though I can't promise I'll get it working...

translated from bob-speak that means "it'll be done in an hour" j/k

go ahead and merge your multiple-polygon code into trunk and tweak compilation as you see fit
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