Where to find a PIE editor?

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Azraiel
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Where to find a PIE editor?

Post by Azraiel »

Topic says it all. I have looked for like an hour already and can't find a download link for it. Please help me.
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DevUrandom
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Re: Where to get PIE editor?

Post by DevUrandom »

Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

Many thanks. You are both a gentlemen and a scholar!
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Watermelon
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Re: Where to get PIE editor?

Post by Watermelon »

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.
Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

Hmm, seems to be missing the .exe, or do I need to compile and make that?
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Watermelon
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Re: Where to get PIE editor?

Post by Watermelon »

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.
Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

Great thanks.
Last edited by Azraiel on 09 Apr 2007, 18:37, edited 1 time in total.
Kyor
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Re: Where to get PIE editor?

Post by Kyor »

I'm using the wc3 import python scrypt at blender... i really think blender > PIESlicer.
Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

PIE slicer isn't so bad. I had it figured out in 5 minutes. Seems easy enough to use.
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Hatsjoe
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Re: Where to get PIE editor?

Post by Hatsjoe »

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.
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Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

I suppose the question is then, how many polygons can the engine support before it decides it wants to die.
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lav_coyote25
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Re: Where to get PIE editor?

Post by lav_coyote25 »

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.
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Watermelon
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Re: Where to get PIE editor?

Post by Watermelon »

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.
Azraiel
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Re: Where to get PIE editor?

Post by Azraiel »

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.
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Re: Where to get PIE editor?

Post by Giel »

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.
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