Where to find a PIE editor?

Get some help with creating maps or modding.
Need a map editor or other tools, look here!

Where to find a PIE editor?

Postby Azraiel » 09 Apr 2007, 17:39

Topic says it all. I have looked for like an hour already and can't find a download link for it. Please help me.
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby DevUrandom » 09 Apr 2007, 17:59

User avatar
DevUrandom
Regular
Regular
 
Posts: 1690
Joined: 31 Jul 2006, 23:14

Re: Where to get PIE editor?

Postby Azraiel » 09 Apr 2007, 17:59

Many thanks. You are both a gentlemen and a scholar!
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby Watermelon » 09 Apr 2007, 18:03

hmm is that file the latest binaries or sources?

I think the one I have is called 'pieslicer_dx_v112_update_for_v082'
tasks postponed until the trunk is relatively stable again.
User avatar
Watermelon
Code contributor
Code contributor
 
Posts: 551
Joined: 08 Oct 2006, 09:37

Re: Where to get PIE editor?

Postby Azraiel » 09 Apr 2007, 18:05

Hmm, seems to be missing the .exe, or do I need to compile and make that?
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby Watermelon » 09 Apr 2007, 18:26

Azraiel wrote:Hmm, seems to be missing the .exe, or do I need to compile and make that?


I think this is the author's site,the download urls seem to be working for me:

http://www.angelfire.com/falcon/stratadrake/utils/
tasks postponed until the trunk is relatively stable again.
User avatar
Watermelon
Code contributor
Code contributor
 
Posts: 551
Joined: 08 Oct 2006, 09:37

Re: Where to get PIE editor?

Postby Azraiel » 09 Apr 2007, 18:30

Great thanks.
Last edited by Azraiel on 09 Apr 2007, 18:37, edited 1 time in total.
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby Kyor » 09 Apr 2007, 22:41

I'm using the wc3 import python scrypt at blender... i really think blender > PIESlicer.
Kyor
Trained
Trained
 
Posts: 73
Joined: 03 Apr 2007, 15:28

Re: Where to get PIE editor?

Postby Azraiel » 10 Apr 2007, 01:47

PIE slicer isn't so bad. I had it figured out in 5 minutes. Seems easy enough to use.
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby Hatsjoe » 10 Apr 2007, 12:25

Azraiel wrote:PIE slicer isn't so bad. I had it figured out in 5 minutes. Seems easy enough to use.


Yes, pie slicer does the job. But if we want to create more highly detailed models in the future i pity the one who's gonna use pie slicer for it.
Image
User avatar
Hatsjoe
Trained
Trained
 
Posts: 285
Joined: 20 Feb 2007, 19:57

Re: Where to get PIE editor?

Postby Azraiel » 10 Apr 2007, 14:01

I suppose the question is then, how many polygons can the engine support before it decides it wants to die.
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby lav_coyote25 » 10 Apr 2007, 17:16

this is from the Documents Project - information came from grim.

1 triangle = polygon


1x1    model  175 polygons


2x2  model  225 polygons


4x4  model  350 polygons




these are max values, I wouldn't go over these numbers by too much. every model can have it's own texture page 256x256, there is also no need to go any higher then that, I have tested this a lot and fixing the gfx engine will not help this.



you can't cram 3,000 pixels of info into a 48 pixel spot these numbers are not etched in stone they are just a guide.



I know there will be at least one that wants more detail then wz can handle the actual limits are vertices  512, polygons  512.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
User avatar
lav_coyote25
Professional
Professional
 
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Where to get PIE editor?

Postby Watermelon » 10 Apr 2007, 17:19

Azraiel wrote:I suppose the question is then, how many polygons can the engine support before it decides it wants to die.

the limitation is on number of points per polygon,it's 512 currently,and 10 points per polygon,so theoretically your pie can have 51 polygons with 10 points each and 1 'line',it should be sufficient for most objects in warzone,since warzone models are pretty easy and straightforward,and units are multi-pie models(one model for each component such as body,weapon,propulsion etc),having an over-complex model in warzone would prolly kill fps,coz the max number of on-screen objects are huge/unpredictable...
tasks postponed until the trunk is relatively stable again.
User avatar
Watermelon
Code contributor
Code contributor
 
Posts: 551
Joined: 08 Oct 2006, 09:37

Re: Where to get PIE editor?

Postby Azraiel » 10 Apr 2007, 17:40

Right. I was just wonder really. Because, the limitations posed on the orginal creators was that of the computer not being able to handle everything well. Now, it is the engine not being able to handle everything. May as well push the limits as much as possible since that will give us the best possible results.
Azraiel
Trained
Trained
 
Posts: 56
Joined: 05 Apr 2007, 14:09

Re: Where to get PIE editor?

Postby Giel » 11 Apr 2007, 10:28

Watermelon wrote:... having an over-complex model in warzone would prolly kill fps,coz the max number of on-screen objects are huge/unpredictable...


Well we could always go with a raytracing engine. That way it wouldn't matter if there were a billion polygons or just a hundred (for speed at least, memory would still have to be able to contain that).
But then again most GFX cards of today aren't very capable of doing high speed raytracing, I think you'd be lucky if you'd get an FPS of just 1.
"First make sure it works good, only then make it look good." -- Giel
Want to tip/donate? bitcoin:1EaqP4ZPMvUffazTxm7stoduhprzeabeFh
User avatar
Giel
Regular
Regular
 
Posts: 725
Joined: 26 Dec 2006, 19:18

Next

Return to Mapping / Modding tools & discussions

cron