Author Topic: PCS2 Test Builds  (Read 93953 times)

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Offline Kazan

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today i'm relaxing.. tommorow i may work on PCS2 some... then probably on FeRez some
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Kazan

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here is a test build with bobboau's latest GUI, some fixes from me - including hopefully having fixed the smoothing calculator so please check it

http://ferrium.org/media/pcs2-alpha-20070606.zip

debug executable (pcs2d.exe) and release executable (pcs2.exe) included so it's larger than normal

oh.. and screenshots



PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

  
Odd question, what formats are textures suppose to be in? and are they viewable within a vp file?

I can load up saga's model with textures, but mine are all blank.

I've got it setup as:

d:\Program Files\Wing Commander Saga Prologue
d:\Program Files\Wing Commander Saga Prologue\Scooby


preference texture path as : d:\Program Files\Wing Commander Saga Prologue
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 Flipside

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Looking really nice :) Really am going to have to start restoring files to the new computer, unfortunately, the ability to have an enormous fleet in X3 without any slowdown has kind of dragged me away from FS2 for a while :nervous:

 

Offline Kazan

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d:\Program Files\Wing Commander Saga Prologue
d:\Program Files\Wing Commander Saga Prologue\Scooby

having those as your search paths will result in:

Search: d:\Program Files\Wing Commander Saga Prologue\data\maps<files>
Search: d:\Program Files\Wing Commander Saga Prologue\<files>
Search: d:\Program Files\Wing Commander Saga Prologue\<vps>


Search: d:\Program Files\Wing Commander Saga Prologue\Scooby\data\maps<files>
Search: d:\Program Files\Wing Commander Saga Prologue\Scooby\<files>
Search: d:\Program Files\Wing Commander Saga Prologue\Scooby\<vps>

supported extensions (in their search order)

Code: [Select]
char *extensions[] = { ".pcx", ".dds", ".jpg", ".png", ".tga", ".gif", ".bmp" };
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
edit: Nevermind.... Found the cause.  I extracted the textures from the VP for the Saga Prologue stuff, but not mine

Strange. When I had my textures located in d:\Program Files\Wing Commander Saga Prologue\Scooby\data\maps they wouldn't load but in d:\Program Files\Wing Commander Saga Prologue\data\maps they would
« Last Edit: June 06, 2007, 06:45:40 pm by Scooby_Doo »
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 Getter Robo G

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Great work Kazan...

My observations. I had a incident I couldn't repeat. I had zoomed in and moved a modela bit and then moved teh left side tree inteface and probably bumped something and the model was still loaded but visually disappeared. there is no refresh image button so I tried goign from textured to wire to solid blicks and nothing showed it again.

Shuttign down PCS and reloading was only option. No idea what I did.

For construction purposes if you keep pcs open can you have it remember when you chose the option to show all file types to open. when workign wiuth multipel files you need to rechoose that each time (would make things more efficient).

Also can you impliment a MV type texture finding as a native default feature. So if you got ships all over the place (like wips) and a separate modding section, you don' need 1000 preset paths and as long as your textures are in the same folder as the file you want to view, it will locate them?

 :yes:
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Bobboau

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"as long as your textures are in the same folder as the file you want to view, it will locate them"

I like that idea
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

 

Offline Kazan

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i could probably add that

just remember each search path i add to the system slows texture loading down
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Does it once it finds a texture always use that path with other textures?

The ship textures is located in d:\Program Files\Wing Commander Saga Prologue
The turret textures are located d:\Program Files\Wing Commander Saga Prologue\Scooby\data\maps



If i move the ship textures back to Scooby\data\maps then nothing will load.
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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move everything into scoobie.. then add a third path that's just dead.. like d:\games\freespace2 or something and tell me if that fixes it
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
Yup that works   :)

Let me guess, off by one error?
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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yup, caused by floating point to integer conversion... i think i have it fixed in code so next build remove the dummy entry
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Nuke

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i cant seem to get any materials to convert from scn files.

also that bug where pcs would lock up when trying to load a missing texture is back.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Kazan

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you cannot get materials to convert from scn files? that statement does not compute

and what bug about locking up..... i've never had it lock up oni my trying to load a texture...

what format are your textures in?
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Getter Robo G

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I'll just move future stuff to a preset path like -model wip each time I work on something then.

last thing you want is to add wip files to your mod just for pcs2 and then if it doesn't work for some reason have to fish everything out manually when you might have to do that later (anyway) cause of FRED or in-game problems (yet another hassel in the construction phase).  ;)

I forgot what else I was going to say, but on a whim I loaded up a fighter I will never use and it handled the 50k model no prob.  :yes: I fully expected it to crash but it merely lingered 4-5 full mins and then bam there it was. Nice...
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Kazan

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    • http://alliance.sourceforge.net
the smoothing calculator is soo ****ing slow.... without it that model probably would have loaded in seconds.. if i can get bob to take a look at my smoothing calculator and see if he can think of anything to make it more efficient
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Wanderer

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Any hope of getting MoI calculator (or even rough estimator) with the PCS2?

Also in left hand tree view... Specal -> Special (?) and Auto-centering -> Auto-Centering (?)
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Nuke

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you cannot get materials to convert from scn files? that statement does not compute

and what bug about locking up..... i've never had it lock up oni my trying to load a texture...

what format are your textures in?

grrr, i dont have time for detailed bug reports.

i have a scn file, in that scn file there are materials that contain the textures and smoothing data. if i convert a scn such as the dante the texture list shows nothing and the model apears untextured.

the second bug is more a re-occurance of an old bug where if there was a missing texture and a lot of texture dirs, the program would hang. the texture wasnt missing but it was just an ani which isnt supported. all my other textures were dds. do i ever use anything other than dxt1 or dxt5?

grrr, gotta go to work. :mad:
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
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devIL supports dds, we should too.


as for the auto-facet code, it should look something like this

for(each polygon (A) ){
     for(each vertex (V) in the polygon){
          V.norm = A.norm
          for(every other poly(B) the vertex (position component) is used in){
               if( dot(A.norm,B.norm) < A.facet_angle )
                    V.norm += B.norm
          }
          normalize(V.norm)
     }
}


there realy arent a lot of short cuts you can make, you can not for example, set the normal of two polygon verts at the same time if they are within each other's angle, because there may be another norm that is one normal's angle that is not in the other.
as long as load times for models are less than 30 seconds I don't think anyone is going to complain.

alternatively, you could attempt to figure out a way of supporting smooth groups, however this would likely require writing a custom shader for TS.
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