I try to compile Pieslicer with this version for free: http://msdn.microsoft.com/vstudio/express/vb/ And there is many errors. Has anyone updates on source to fix all errors?
Or do we make new format like .obj or .3ds since editor already made for these? The only thing that needs to add is connector points I thinks? I find in files this about format, * PIE Files. Pie files are the format used by Warzone itself, and contain (at a minimum) the following 3D data: * Points are the core units of your polymodel. Visually, points represent the vertices and corners of a 3D object. In a way, you can also consider them the "dots" in a large 3-dimensional "connect- the-dots" puzzle. * Polygons, also called faces or sides, are a two-dimensional shape like triangles, squares, hexagons, etc; altogether, they compose a wireframe version of your polymodel. Polygons also have a "normal" vector which indicates the side that is visible to the camera. In general, polygons are generally "one-sided", meaning that they can be seen from one side but are invisible from the other. * NOTE: Some polygons have a "two-sided" property (refer to the Polygons section of the toolbox) indicating that they can be seen from either side, regardless of their normal vector. For these polygons, PIE Slicer will display a red vector in one direction and a blue vector in the other. * Generally speaking, the normal vectors in your polymodel should point towards the "outside", often away from the origin (0,0,0). On the other hand, certain special effects can be created if normal vectors face the wrong way. * Submodels, also referred to as levels, split a PIE file into "chunks" that can be used for animation, and there may be up to ten submodels in a PIE file. However, due to current limitations of the WZ game engine, very few PIE files will have more than one. The Oil Derrick is a good example of an animated PIE file. * Textures are stored in PCX files and "painted" on polygons to give them their tangible look and feel. Although you are restricted to one PCX file per PIE file, you can have any number of polygons using any portions of that file as their texture, and if you work on a multi-PIE model, you can assign a different texture to each PIE file. It is also possible to assign "team colors" that vary depending on the player's color (this is also used to animate Warzone's explosion GFX) . When using PIE Slicer’s Texture Alignment View, a light-blue frame indicates the texture displayed on the current polygon and red frames will display its team-color variations (if any). * Connectors are a special type of point. Although they are managed similar to points, you cannot attach polygons to them, and connectors are not contained within a PIE file's submodel structure like points are. Connectors are depicted as a six-armed "star" instead of a circular point in PIE Slicer. Connectors define where your polymodel "connects" to another. For example, all tank chassis have two connectors which indicate where to place its weapon turret(s) (one for ground units and the other for VTOL's), and every weapon turret has a connector that defines where a weapon fires its projectile from. Generally speaking, when a weapon is placed on a chassis or structure, it will be placed on the connector. But not every polymodel needs a set of connectors: * Map features, like trees and boulders, do not need connectors. * Structures should generally have one connector representing where a weapon/sensor/etc. can be placed on it. * Tank chassis must have two connectors. The first connector indicates where the tank turret will be located, and the second connector indicates where a VTOL turret will be placed. * When making weapon turret GFX, place a connector on the business end of the muzzle. This connector identifies where the weapon’s "muzzle flash" GFX will be displayed. * BSP data can be referred to as "binary sorting planes" (though the actual definition is slightly different). This was used primarily for the PSX version of Warzone--it seems to have no function in the PC version of Warzone, and PIE Slicer does not support it. * ANI Files. Warzone's ANI file format is used in conjunction with certain PIE files to provide animation during Warzone. This includes (almost exclusively) the scavenger infantry, cyborgs, and oil derrick animation. Two forms of ANI data are supported, one version uses a separate submodel for each frame, and there may be up to 10 frames -- scavenger and cyborg animation is a good example of this; the other version uses rotation and offset data to position and move each submodel in the PIE file and create animation, and the oil derrick is a good example of that. To load an animated PIE file, select the "Warzone animated PIE files (*.ani)" filter from the Open File dialog box. Depending on the contents of the ANI file and the PIE file it requires, Pie Slicer may be able to load the model data automatically. Otherwise, you will be prompted to locate the PIE file yourself in order to finish loading the ANI data. -- Click to compare & save $100's on medical insurance, free quote http://tagline.hushmail.com/fc/CAaCXv1QS4TbzM7wqVXyT8fJmFpmNc6t/ _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev