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Posted: Thu Oct 21, 2004 3:29 pm
by Taristin
Yeah, I circumented the error, now.

Posted: Thu Oct 21, 2004 5:08 pm
by Moonsword
What does circumented mean?

Posted: Thu Oct 21, 2004 6:53 pm
by Sparhawk
It's pinky, pinky and the brain brain brain brain brain.....

Posted: Thu Oct 21, 2004 6:54 pm
by Taristin
it's a typo. I meant circumvented. My keyboard is a piece of sh*t.

Posted: Thu Oct 21, 2004 6:56 pm
by Moonsword
Okay, that makes more sense. Thanks.

And Sparhawk, if I'm the Brain, does that make you Pinky? ;)

Posted: Fri Oct 22, 2004 3:02 am
by Sparhawk
No. Actually I never said YOU were the Brain. I was just quoting the theme song.

Posted: Fri Oct 22, 2004 5:06 am
by Moonsword
*smirks*

Just kidding, seriously. Has anyone else got any truly profound comments on Modelview?

Posted: Fri Oct 22, 2004 11:58 am
by Black Wolf
It's good.

Posted: Fri Oct 22, 2004 7:52 pm
by liberator
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.)

Posted: Fri Oct 22, 2004 8:10 pm
by Taristin
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.

Posted: Fri Oct 22, 2004 8:23 pm
by Flipside
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.

Posted: Sat Oct 23, 2004 3:00 am
by Vasudan Admiral
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...