Author Topic: Cash prize for Collada - POF support!  (Read 141286 times)

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Offline Spicious

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Re: Cash prize for Collada - POF support!
It should be something like
  • detail0
    • helper
      • glowbank
        • glowbank01-01
        • glowbank01-02
      • glowbank
        • glowbank02-01
      • glowbank
        • glowpoint
        • glowpoint
        • glowpoint
        • anything here the name doesn't matter

 
Re: Cash prize for Collada - POF support!
Cool, not sure what I was doing wrong but it works.

BTW these layout charts should be included on the wiki page. 
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Offline Vasudan Admiral

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Re: Cash prize for Collada - POF support!
How should they be setup?

  • detail0
    • helper
      • glowbank
        • glowpoint01-01
        • glowpoint01-02
        • glowpoint02-01

^like that IIRC. :)
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Offline Turambar

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Re: Cash prize for Collada - POF support!
"Great Flameing Graphics error of DOOM!!!"

"Warning OGL reported "invalid value" at .\pcs_file.cpp (1724)
 please report this issue to Bobbau
 

...or else..."

I am getting this.  I am reporting it.
« Last Edit: October 29, 2008, 10:59:39 am by Turambar »
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Offline chief1983

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Re: Cash prize for Collada - POF support!
I've added all the links to the required files to the Wiki page for Collada Importer, and I recommend using the newer VC2008 SP1 Runtimes instead of those earlier ones.
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Offline pecenipicek

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Re: Cash prize for Collada - POF support!
using VBO and the other geometry something triggers those errors Turambar.
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Offline Turambar

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Re: Cash prize for Collada - POF support!
how do i not use those things?
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline pecenipicek

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Re: Cash prize for Collada - POF support!
options on pcs2 and untick the two checkboxes, namely use VBO Objects (if able) and the other one. forgot how its called, but its right next to it
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline LuaPineapple

Re: Cash prize for Collada - POF support!
You get me Collada support and I'll get you Bullet.
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Offline Spicious

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Re: Cash prize for Collada - POF support!
Wha? :wtf:

 
Re: Cash prize for Collada - POF support!
Ok possible problematic issue.  It looks like side mounted turrets need to be x-reset in order for them to be rotated to the right position.  However when I do that, I'll lose the angles needed for PCS subsystem vector.
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 Spicious

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Re: Cash prize for Collada - POF support!
What happens if you don't x-reset?

 
Re: Cash prize for Collada - POF support!
Turrets show up at wrong angles.  It seems to be that they were at 0 and 180 (straight up or down), but don't quote me.  A workaround solution, is to copy the x,y,z angles into the turrets properties.  At least that way they'll be saved and far easier than copying them into notepad.

Also it seems that you have to x-reset not only the turrets, but their firepoints as well... ugh this is going to take a while.

Edit: oh oh, when you reset the firepoint (s), which you need otherwise they won't be placed correctly, their normals go (0,1,0) (straight up).  How do I get around this?

Double edit: ehhh somethings not working right at all.
« Last Edit: November 03, 2008, 11:41:15 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 DaBrain

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Re: Cash prize for Collada - POF support!
If you reset any helper object, it will have a 0,0,0 orientation, so you can't/may now reset firepoints.

If you reset them and keep their orientation, you forgot to unlink them. Child objects can't be reset.
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Re: Cash prize for Collada - POF support!
Hmmmm

I started with a simple GTC Cube.  Created a turret, moved it to cube ship.  Rotated it 45 on the Y axis.  Did not x-reset.  When I imported it into pcs2 the turret is in the correct spot, but it seems to be rotated 45 on the Z axis.  Are the axises (sp?) getting mixed up?
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 Spicious

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Re: Cash prize for Collada - POF support!
They might be.

 
Re: Cash prize for Collada - POF support!
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 Spicious

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Re: Cash prize for Collada - POF support!
Thanks. It turns out I was applying the change to FS2 axes before the rotation instead of after. Build updated!

 
Re: Cash prize for Collada - POF support!
Thanks. It turns out I was applying the change to FS2 axes before the rotation instead of after. Build updated!

Sweet... actually this might solve my earlier turret rotation/x-form issues  :yes:

Question, does it ignore numbers after things like helpers and firepoints?  i.e. helper01, helper02 becomes helper, helper.  I ask this because max will append a number if you clone an object (or increment the existing number)


Edit: More importantly, how are subsystem lods handled?  I know the subsystem would need to be attached to detail1, but how should it be named?
« Last Edit: November 07, 2008, 03:17:55 am 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 Spicious

  • Master Chief John-158
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Re: Cash prize for Collada - POF support!
Sweet... actually this might solve my earlier turret rotation/x-form issues  :yes:
If something is acting weirdly, let me know.

Quote
Question, does it ignore numbers after things like helpers and firepoints?  i.e. helper01, helper02 becomes helper, helper.  I ask this because max will append a number if you clone an object (or increment the existing number)
Unless it's something where the numbering matters (LODs, eyepoints, maybe something else), any trailing numbers/letters should be ignored.

Quote
Edit: More importantly, how are subsystem lods handled?  I know the subsystem would need to be attached to detail1, but how should it be named?
I believe it's just subsystema for lod0, subsystemb for lod1 etc. The importer doesn't do anything explicitly with subsystem lods.