Author Topic: PCS2 Test Builds  (Read 93172 times)

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Offline Col. Fishguts

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turret autogen is implemented... is it not working?

So it would appear, unless you changed something in the required naming conventions from PCS1.

Also, when using DDS maps, PCS2 seem to apply one of the lower mipmaps even to LOD0, instead of the full resolution map. Is that a bug or a feature ?
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

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Offline Kazan

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are oyu using the latest build?
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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Offline Col. Fishguts

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are oyu using the latest build?

Ah, I wasn't (I was using the one from Bob's sig).

Now the latest build displays the proper mipmap level, but still no luck with turret autogen.
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 

Offline Kazan

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lemme see the model

oh... and it appears i've finally resolved #07 - just used the HTL zeus converted with PCS2 in game.. no crash.. lighting fine.. collision detect fine
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Col. Fishguts

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lemme see the model

There you go. I verified that the turrets get generated correctly with PCS1.x

[attachment deleted by admin]
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 

Offline Kazan

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haha i'm a dork.. i forgot to implement the second half of it :P

[edit]
oh.. no.. i did implement it.. there was a bug in kaz_string::operator+=(kaz_string &other)
« Last Edit: June 25, 2007, 02:28:41 pm by Kazan »
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Unknown Target

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Is there some certain way the model is supposed to be formatted? I exported the model from my modeling program to .3DS, then into Max, where I welded all the vertices and applied the textures. I exported from there to .3DS, which I then used 3D Exploration to save the model as a COB. PCS2 conversion works fine, except the models have no collision detection. Am I just doing something wrong?

 

Offline Kazan

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it's hierarchy compliant?

then i'm probably still expiriencing problems with BSP compilation which i thought were fixed (*grumble*)

[edit]
confirmed... i'm done working on it for the day.. so i'll work on it more another day

third build for the day http://ferrium.org/media/pcs2-alpha-20070625c.zip
« Last Edit: June 25, 2007, 04:13:07 pm by Kazan »
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Unknown Target

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Don't mean to bother, but where can I find the data to make sure the model is hierarchy compliant (so we can be sure it's the program and not just the model).

  

Offline Kazan

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convert it with PCS1 and use that pof
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Col. Fishguts

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Splash screen yay !

Turret-autogen is working now.

The "COB scaling factor" in the preferences is not working. I've mantised it for great justice (also becasue I've just made an account)
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 

Offline Unknown Target

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Yay splash screen. The model does seem to work better, there are still sizeable chunks that can be shot through, but at least 50% of the model is solid now.

 

Offline Bobboau

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I updated my code with everything Kaz has done today, and updated my sig build appropriately.
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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 Bobboau

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hey bob.. for future render usage - i want to setup "context information" - every time the selected editor changes the "render context" needs to be set

IE what the active chunk is, what the active data in that chunk is (ie glow array i, glow point j) etc

not sure exactly what you want me to do, the omnipoint stuff handles both the rendering and editing of this data, if you want to know this information you can usualy figure it out via wxGL_PMFCanvas::omni_selected_list, wxGL_PMFCanvas::omni_selected_item, and main_panel::control_panel->chunk_type. the omnipoint system was set up for maximum flexibility and adaptability (so adding new chunks in the future should be super easy), so it shouldn't need to know any more information that what it gets from the omnipoints struct, though I supose it wouldn't hurt if it did know.
what do you need this for, and/or what would you like changed?
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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there are things that aren't pointed based - textures, shields, etc
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Bobboau

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ah, yes... that's a good point, how would you like this to work then? just a function that gets called whenever the selected chunk is changed?
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 Bobboau

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I just had a minor thought, would it be difficult to have a small sub progress window similar to the one you have for the import model loading for saving of sub models when saving as a pof? would display how far on the currently saving subobject the BSP compilation is, not completely sure how you would judge progress there though.
it was just something I thought of while I was waiting for a model to compile.
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 Bobboau

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ok, well, I just updated my build, you now have full model import options, you can import one chunk or everything, and you even have a rather fully featured subobject import as well
(:jaw:)

which is the only way to add subobjects currently (you 'should' be able to import directly from COB in addition to pof or pmf), unfortunately removing subobjects is still not posable, due to the fact that there are a _lot_ of interdependencies in regards to a subobject, it's position, the hierarchy, and ANY data that uses subobject number as a reference.

chunk Import is accessed through the load button on top of the editor (save still does nothing), and global import is a menu option under file.

BTW do we (everyone reading this) really want chunk export? is it really useful? I know I did it in Aurora, but it was mostly because I figured I could do it relatively easily and thought it would be cool, but now that the novelty isn't there I can't realy think of any situation were it would be very useful.
« Last Edit: June 26, 2007, 05:19:04 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

 

Offline Kazan

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chunk export is unimportant and adding hooks to judge progress into BSP compilation would make it take yet more time
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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

 

Offline Bobboau

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I don't think it's add that much, would it? I mean it's just a simple UI call, and I'd be willing to wait longer if it meant I knew how long I was going to have to wait. well, you should provide some feedback to the user to let them know it's still working and hasn't locked up.

I really don't feel like writing export, but I wanted to see if there was some irrational overwhelming demand for the useless feature before I dumped the idea permanently.
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