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.

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.

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:
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.

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.