Where to find a PIE editor?
Where to find a PIE editor?
Topic says it all. I have looked for like an hour already and can't find a download link for it. Please help me.
- DevUrandom
- Regular
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- Joined: 31 Jul 2006, 23:14
Re: Where to get PIE editor?
Many thanks. You are both a gentlemen and a scholar!
- Watermelon
- Code contributor
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Re: Where to get PIE editor?
hmm is that file the latest binaries or sources?
I think the one I have is called 'pieslicer_dx_v112_update_for_v082'
I think the one I have is called 'pieslicer_dx_v112_update_for_v082'
tasks postponed until the trunk is relatively stable again.
Re: Where to get PIE editor?
Hmm, seems to be missing the .exe, or do I need to compile and make that?
- Watermelon
- Code contributor
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Re: Where to get PIE editor?
I think this is the author's site,the download urls seem to be working for me:Azraiel wrote: Hmm, seems to be missing the .exe, or do I need to compile and make that?
http://www.angelfire.com/falcon/stratadrake/utils/
tasks postponed until the trunk is relatively stable again.
Re: Where to get PIE editor?
Great thanks.
Last edited by Azraiel on 09 Apr 2007, 18:37, edited 1 time in total.
Re: Where to get PIE editor?
I'm using the wc3 import python scrypt at blender... i really think blender > PIESlicer.
Re: Where to get PIE editor?
PIE slicer isn't so bad. I had it figured out in 5 minutes. Seems easy enough to use.
Re: Where to get PIE editor?
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.Azraiel wrote: PIE slicer isn't so bad. I had it figured out in 5 minutes. Seems easy enough to use.
Re: Where to get PIE editor?
I suppose the question is then, how many polygons can the engine support before it decides it wants to die.
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: Where to get PIE editor?
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.
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.
- Watermelon
- Code contributor
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- Joined: 08 Oct 2006, 09:37
Re: Where to get PIE editor?
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...Azraiel wrote: I suppose the question is then, how many polygons can the engine support before it decides it wants to die.
tasks postponed until the trunk is relatively stable again.
Re: Where to get PIE editor?
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.
Re: Where to get PIE editor?
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).Watermelon wrote: ... having an over-complex model in warzone would prolly kill fps,coz the max number of on-screen objects are huge/unpredictable...
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
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