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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
a new POF editor for SCP
I have been working on a new POF editor to suport the SCP, it includes suport for glow points as well as every other normal data type (other than INSG, don't use it in things with insignias)
remember this is pre-Alpha, don't use it on anything important to you
[url=http://freespace.volitionwatch.com/blackwater/aurora_and_sorce.zip]Aurora and source[/url]
[url=http://freespace.volitionwatch.com/blackwater/aurora.zip]just relese Aurora[/url]
I figured you all would like to know, seeing as TBP as well as all mods have a lot to potentualy gain from the SCP.
remember it is still pre alpha, it does have bugs.
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Bobboau, bringing you products that work ......... In theory
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02-03-2003 12:25 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
a new POF editor for SCP
I have been working on a new POF editor to suport the SCP, it includes suport for glow points as well as every other normal data type (other than INSG, don't use it in things with insignias)
remember this is pre-Alpha, don't use it on anything important to you
[url=http://freespace.volitionwatch.com/blackwater/aurora_and_sorce.zip]Aurora and source[/url]
[url=http://freespace.volitionwatch.com/blackwater/aurora.zip]just relese Aurora[/url]
I figured you all would like to know, seeing as TBP as well as all mods have a lot to potentualy gain from the SCP.
remember it is still pre alpha, it does have bugs.
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Bobboau, bringing you products that work ......... In theory
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02-03-2003 12:25 AM |
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185 |
well done bobboau
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"When it is time, come to this place, call our name, we will be here"-Walkers of Sigma957
[url=http://ifh.firstones.com]IFH[/url]-B5 free game
[url=http://freespace.volitionwatch.com/babylon/]The Babylon Project[/url]-Bringing Babylon 5 to Freespace2
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02-03-2003 02:06 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
just made an update, all the render controles below the tabs work now
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Bobboau, bringing you products that work ......... In theory
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02-04-2003 05:59 AM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
did you base this off the POF Constructor Suite code?
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
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02-05-2003 07:54 PM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
some bits, it's mostly mine, but some of the chunck size calculations and the early Vstring class were based off PCS, I think i load the files in a similar manner as you did (filling a char buffer and mem-copying parts of it), but my renderer is DX based and the architexture of the program is totaly different (you have a nice hand drawen message pump I used a simple app wizard thingy as the base and pass a pointer to each page to directly edit the data in the currently loaded POF), but when ever I was haveing trouble with something I looked through the FS source and PCS to try and find a way to figure a way out, though I tryed to do it as much on my own as posable (if you look in the source you'll see lots of lazy things like staticly sized arrays) but I'm sure you'll find a few things that are similar,
PCS is still the greatest POF BSP genorator ever made, and i have no intention of atempting a converter any time soon.
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Bobboau, bringing you products that work ......... In theory
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02-06-2003 03:10 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
some bits, it's mostly mine, but some of the chunck size calculations and the early Vstring class were based off PCS, I think i load the files in a similar manner as you did (filling a char buffer and mem-copying parts of it), but my renderer is DX based and the architexture of the program is totaly different (you have a nice hand drawen message pump I used a simple app wizard thingy as the base and pass a pointer to each page to directly edit the data in the currently loaded POF), but when ever I was haveing trouble with something I looked through the FS source and PCS to try and find a way to figure a way out, though I tryed to do it as much on my own as posable (if you look in the source you'll see lots of lazy things like staticly sized arrays) but I'm sure you'll find a few things that are similar,
PCS is still the greatest POF BSP genorator ever made, and i have no intention of atempting a converter any time soon.
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Bobboau, bringing you products that work ......... In theory
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02-06-2003 03:10 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
I fixed a few bugs and boosted the perfomence of the renderer
also made texture loading a bit faster and safer
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02-07-2003 02:33 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
I fixed a few bugs and boosted the perfomence of the renderer
also made texture loading a bit faster and safer
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Bobboau, bringing you products that work ......... In theory
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02-07-2003 02:33 AM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
good, the code is very well organized - if you want to integrate PCS's POF Generation code be my guest -- normally im reluctant to hand over the "mantle of power" but you're a very capable programmer and I need to move on to other things
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"Why climb it?" - "Because It's there."
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[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
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02-08-2003 11:10 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
good, the code is very well organized - if you want to integrate PCS's POF Generation code be my guest -- normally im reluctant to hand over the "mantle of power" but you're a very capable programmer and I need to move on to other things
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"Why climb it?" - "Because It's there."
-----------------
[URL=http://alliance.sourceforge.net]Alliance Productions[/URL]
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02-08-2003 11:10 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
i cant see the textures
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(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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02-15-2003 03:19 AM |
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whitestar55
Murdock
Registered: Mar 2001
Location: Massachusettes U.S.A
Posts: 193 |
Hey......just checked out the new pof editor.....
NICE!!!!!!
Responds very quickly, and besides a few quirks (not really bugs)
it works great!!!!!!!
BUT you were a naughty boy! I get a message that EULA does not allow distribution of executables!!!!!!
Well i wont tell on you!
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U.S.A
LIVE FREE OR DIE
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02-15-2003 04:27 AM |
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whitestar55
Murdock
Registered: Mar 2001
Location: Massachusettes U.S.A
Posts: 193 |
Hey......just checked out the new pof editor.....
NICE!!!!!!
Responds very quickly, and besides a few quirks (not really bugs)
it works great!!!!!!!
BUT you were a naughty boy! I get a message that EULA does not allow distribution of executables!!!!!!
Well i wont tell on you!
__________________
Soldiers, sailors, and airmen....You are about to embark on the great crusade.Your job will not be easy...the fight is just.....freedom will prevail!!!
U.S.A
LIVE FREE OR DIE
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02-15-2003 04:27 AM |
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whitestar55
Murdock
Registered: Mar 2001
Location: Massachusettes U.S.A
Posts: 193 |
any plans on a 2nd more tuned up release?
__________________
Soldiers, sailors, and airmen....You are about to embark on the great crusade.Your job will not be easy...the fight is just.....freedom will prevail!!!
U.S.A
LIVE FREE OR DIE
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02-15-2003 05:02 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
I just made an update with new auto-path feature, if you have all you're turrets and subsystems and docks done it can fill out all paths with a fairly close to good position for them.
I am probly going to change the mose controle for moveing things, what I have now is too flaky
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02-18-2003 11:43 AM |
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428 |
I just made an update with new auto-path feature, if you have all you're turrets and subsystems and docks done it can fill out all paths with a fairly close to good position for them.
I am probly going to change the mose controle for moveing things, what I have now is too flaky
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02-18-2003 11:43 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
i got a bug, it says "failed to load dx" and then it crashes
correction, it says "dx failed to install"
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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
Last edited by Edwin on 05-22-2003 at 10:48 PM
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05-22-2003 10:46 PM |
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