23
It's good.
TI - Coming in 2011 - Promise!

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
24
It needs to be updated and stanardized to work with the current official version of SCP.
So it has the capacity to show glowmaps, specmaps, supports IBX, ect. as well as any changes that have been made to the POF format and have increased poly limits(I know theres one available, but I don't know where to get it.)
So it has the capacity to show glowmaps, specmaps, supports IBX, ect. as well as any changes that have been made to the POF format and have increased poly limits(I know theres one available, but I don't know where to get it.)
My first Armageddon has died.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.
25
All I'd like to see it do is load the high poly models along with shine maps and specular maps...
Kazan was going to implement that into his new pof creator suite or whatever, but he never did, and we're stuck with this PCS version that hardly displays textures...
Basically, what I want is a version on Aurora that supposrts high poly models. And that doesn't always crash on exit.
Kazan was going to implement that into his new pof creator suite or whatever, but he never did, and we're stuck with this PCS version that hardly displays textures...
Basically, what I want is a version on Aurora that supposrts high poly models. And that doesn't always crash on exit.
26
Kaz was going to bundle it all together into one huge package which included a Ship, Mission and Table editor, but then Ferrium got rolling and he sort of had no time for it.
Modelview is ok, I just tend to use it for checking to make sure the Lods/turrets are in the right place/rotating correctly (or incrrectly to be accurate). And for checking the dimensions of the ship.
Oh yes, and for adding firepoints
Don't trust the texture name editor on it though, seems to play up from time to time.
Modelview is ok, I just tend to use it for checking to make sure the Lods/turrets are in the right place/rotating correctly (or incrrectly to be accurate). And for checking the dimensions of the ship.
Oh yes, and for adding firepoints

Don't trust the texture name editor on it though, seems to play up from time to time.
27
Latest modview installer:
http://www.sectorfiles.com/ti-file-dump ... dv32b5.zip
Install that and then paste the exe file in this:
http://www.sectorfiles.com/ti-file-dump ... dviw32.zip
over the one in the DMTOOLS\MODVIW32 folder. That should allow you to open and edit really high poly models in it.
Whenever i get round to learning C++ as opposed to the visual basic stuff i'm doing now, i'm kinda hoping to get modview up to speed with those things. Dunno how successful it will be...
http://www.sectorfiles.com/ti-file-dump ... dv32b5.zip
Install that and then paste the exe file in this:
http://www.sectorfiles.com/ti-file-dump ... dviw32.zip
over the one in the DMTOOLS\MODVIW32 folder. That should allow you to open and edit really high poly models in it.

Whenever i get round to learning C++ as opposed to the visual basic stuff i'm doing now, i'm kinda hoping to get modview up to speed with those things. Dunno how successful it will be...