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-- Hey, kazan (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=2755)


Posted by Analazon on 06-25-2001 02:06 AM:

Hey, kazan NEVER MIND

Hey, Kazan, where can I get your converter?
edit : never mind, I got your ICQ#

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-Analazon

I think Truespace designers had murpy's law in mind...


Posted by Xaphod_x on 06-25-2001 03:39 AM:

no really, where?

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Posted by Kazan on 06-25-2001 06:21 AM:

link to All Pro is in my siggy.. my converter is in the All Pro Fs2 Kit

[edit] i guess it's not in my siggy.. - http://alliance.sourceforge.net

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Posted by Xaphod_x on 06-25-2001 12:01 PM:

Unhappy PCS Problems, help please Kazan

okay, I've got the new version of PCS byt I'm having a problem with it.

When I try to convert a COB to a POF the program just quits without doing anything. This happens with any COB, even just a simple cube.

I could go back to cob2fs2, but frankly I'd like collision detection rather than huge bounding boxes around my ships.

So.. um.. help. Please?

- Xaphod

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Posted by Analazon on 06-25-2001 12:53 PM:

When I talked to him on ICQ he said that you have to group it with a light in the middle.

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-Analazon

I think Truespace designers had murpy's law in mind...


Posted by CptWhite on 06-25-2001 01:39 PM:

I think its about time Kazan wrote a "check list" for the PCS so that he doesnt get as many "it doesnt work -why" questions

its probably your hieracy that needs sorting

the model must be FULLY textured


-detail0
............l
.............-detail1
........................l
........................-sensors01b
..........................................l
.........................................$senspod01a
........................+turret01b
........................$detail1-hull
............+detail2
............+detail3
............+debris
............+debris
............+all subs (engine01a , sensors01a, turret01a etc)
............$detail0-hull


all debris pieces in folder named "debris" - new folder for every piece. no need for them to be numbered for given the lod letter

each sub in their own labelled folder turret one on lod 0 = turret01a "01" = turret one "a" = lod0

turret02b "02" = turret 2 "b" = lod1

$ represents the model part itself

only the folder names matter - the model names (of the grey cubes in trueview) dont matter, niether do the lights - the lights are just used for getting the correct hieracy

NOTE: the lights arent included in this example - if you set the tree up in this matter , i have covered all areas i believe, then it should work fine

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by Kazan on 06-25-2001 03:58 PM:

<> = Group
## = Polys
$$ = Light
[] = Optional Text in name
{} = numbers which can change
| = Parent Connection "trunk"
- = Branch from Parent "trunk"
;; = start of a comment - not to do with the hierarchy
--------

All LODs have the same hierarchy rules - the lower the lod the less detail though, you dont have to have _4_ lods.. but more than one is recomended

There are Two different methods of LOD hierarchy
lods must be in order in both


COB and SCN
------------------------------------------------------------------

COB Hierarchy

<ShipName>
|-#LOD0-hullobjects#
|-<Turret{01}[a]> ;;Non-rotating turret - the a is for objects that have copies in lower lods and are destroyable
| |-#Turret{01}-hullobjects#
| |-$Turret{01}-FP{00}$ ;;the location of this light becomes a firepoint
|-<Turret{02}-Base[a]> ;;rotating turret
| |-#Turret{02}-Base[a]-hullobjects#
| |-<Turret{02}-Arms[a]>
|  |-#Turret{02}-Arms[a]-hullobjects#
|  |-$Turret{02}-FP{00}$
|-<SomeSubbject> ;; which includes rotating sections
| |-#SomeSubbject-hullobjects#
| |-$SomeSubbject-binding light$
|-<detail1> ;; lod1 - LOD letter is b instead of a
 detail 1 hierarchy
|-<detail2> ;; lod2 LOD letter is c
 detai2 1 hierarchy
|-<detail3> ;; lod3 - LOD letter is d
 detai3 1 hierarchy
|-<debris{01}> ;;you can have more than one debs piece.. but im only putting one in
 |-#debris{01}-hullobjects#
 |-$debris{01}-binding light$


------------------------------------------------------------------

SCN Hierarchy ;; All Top-level objects in scenes become lods

<ShipNameA>
|-#LOD0-hullobjects#
|-<Turret{01}[a]> ;;Non-rotating turret - the a is for objects that have copies in lower lods and are destroyable
| |-#Turret{01}-hullobjects#
| |-$Turret{01}-FP{00}$ ;;the location of this light becomes a firepoint
|-<Turret{02}-Base[a]>
| |-#Turret{02}-Base[a]-hullobjects#
| |-<Turret{02}-Arms[a]>
|  |-#Turret{02}-Arms[a]-hullobjects#
|  |-$Turret{02}-FP{00}$
|-<SomeSubbjecta> ;; which includes rotating sections
| |-#SomeSubbjecta-hullobjects#
| |-$SomeSubbjecta-binding light$
|-<debris{01}>
 |-#debris{01}-hullobjects#
 |-$debris{01}-binding light$

<ShipNameB>
|-#LOD1-hullobjects#
|-<Turret{01}[b]>
| |-#Turret{01}-hullobjects#
| |-$Turret{01}-FP{00}$
|-<Turret{02}-Base[b]>
| |-#Turret{02}-Base[b]-hullobjects#
| |-<Turret{02}-Arms[b]>
|  |-#Turret{02}-Arms[b]-hullobjects#
|  |-$Turret{02}-FP{00}$
|-<SomeSubbjectb>
| |-#SomeSubbjectb-hullobjects#
| |-$SomeSubbjectb-binding light$

<ShipNameC>
|-#LOD2-hullobjects#
|-$LOD2-bindinglight$

<ShipNameD>
|-#LOD3-hullobjects#
|-$LOD3-bindinglight$

__________________
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-----------------
[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]


Posted by Xaphod_x on 06-25-2001 10:23 PM:

thanks guys that'll be a great help. I think one of my probs is I'm using truspace2 and it won't let me put numbers in object names.

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Posted by Kazan on 06-25-2001 11:41 PM:

POF CS shouldn't be able to read TrueSpace Version < 3 or > 4.X cobs

__________________
"Why climb it?" - "Because It's there."
-----------------
[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]


Posted by Snipes on 06-26-2001 12:10 AM:

heh, no wonder my cruiser crashed it... that sux...

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------------------
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Posted by Xaphod_x on 06-26-2001 02:47 AM:

I think that will be my problem then.
I need TS4.

__________________
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---
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Posted by Cr@zYdAvE on 06-26-2001 10:06 AM:

It does work with truespace 5.1 cobs, i have created my own model with 5.1 and it works in freespace and there were no probs converting

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Posted by CptWhite on 01-02-2002 07:33 PM:

DO NOT POST REPLIES TO THIS THREAD

This is for reference

Kazan(18:27 PM) :
more automatic functions are being added to PCS
cptwhite_uk(18:27 PM) :
such as ?
Kazan(18:27 PM) :
AutoPath, AutoSpecial
cptwhite_uk(18:28 PM) :
cool !
cptwhite_uk(18:31 PM) :
be sure to tell us when this is out and if your renderer actually shopws pof correctly (unlike model view/ fs2view) that would be good show it as it would look in d3d in freespace 2
cptwhite_uk(18:32 PM) :
heres something wierd as well .....direct x in ts4 shows it ****ed up, but in ts5 it looks fine, also open gl is piss poor in ts5 (worse than ts4 open gl!)
Kazan(18:32 PM) :
right now i still need some help with some of the render stuff
Kazan(18:32 PM) :
yeah who ever has been writing open gl for ts sucks
Kazan(18:33 PM) :
auto special's code is in
cptwhite_uk(18:34 PM) :
you'll have to make a simple help topic for it so ppl know how to name systems in truespace heres a link that would help, i logged it for reference )


still no idea why textures blur during rendering, but in truespace 5 its nowhere never as bad ?? :S ??

cptwhite_uk(18:35 PM) :
sorry the link :

http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=2755
Kazan(18:35 PM) :
hehe.. simple

name a light - locate it where you want the system centered - default radius is 50 (changable after compile)
name the light "SPCL=<specialname>"
where <specialname> is the spcl's name
cptwhite_uk(18:36 PM) :
im adding this to the topic for reference before it gets lost.

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by aldo_14 on 01-03-2002 06:37 PM:

I don't want to turn this into a bug report thread, but....

Has anyone had 1 of these 2 problems;

1/ PCS crashes after adding +1 eyepoints (i.e. add one, define it, but crashes if i try and add a second).... although it's only in adding them - i.e. I can add all the EPs, but only once in every PCS session.

2/Crashes in importing data from an earlier pof version (i.e. same objects) - in this case i had 'flipped' the underside turrets in TS and nothing else, but it crashes.....

Just in case anyone has a workaround for this.... 1/ has only happened once so far (I've got the latest version, and only used it once so far, though), 2/ seems fairly consistant with high-turret number models.

I know 1 of my pfos was cob2pof (needed smoothing) for 1/ , not sure about 2.

Any advice welcome, cheers.

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Posted by Kazan on 01-04-2002 05:34 AM:

both bugs noted - a new import system is being written so #2 is already being addressed
#1 being investigated

__________________
"Why climb it?" - "Because It's there."
-----------------
[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]


Posted by aldo_14 on 01-06-2002 12:19 AM:

quote:
Originally posted by Kazan
both bugs noted - a new import system is being written so #2 is already being addressed
#1 being investigated



thanks..

#1 could just be my screwy PC (it really has some deep, personal issues to be sorted out ), but I can send you a copy of the offending pof if you want.

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Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
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Posted by Kazan on 01-06-2002 02:22 AM:

no it happened on mine too.. so i'll have to get some good windows interoperability going on here

__________________
"Why climb it?" - "Because It's there."
-----------------
[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]


Posted by Ghost of Bobboau on 01-06-2002 02:33 AM:

why would you need more than one eye point?

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