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Author Topic:   OPS2000
Bryan Russell
Pilot
posted 10-25- 07:03 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I said a while ago I was doing a OPS2, well its got to the point where it doesn't actually do much, but sorta looks the part.


To start with I'm concentrating on things that OPS1 either didn't do, or didn't do well, like mesh editing to vert and poly level, better property handling, and hopefully a DOF mode that both works properly and does the movement thing to see if the timings are right.

It will also load multiple files, and multiple views per file, as well as supporting the elusive Ortho mode for easier movement of stuff.

[This message has been edited by Bryan Russell (edited 10-25-2000).]

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Zurawski
Pilot
posted 10-25- 07:26 PM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
HOLY SHIT!

Well Bryan ... if it does "half" of what it appears to be doing... Well, let's just say "I've got a chubby with your name on it"...

(Hmmm... I'm guessing that's a visual no one really needed?)

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Falck
Pilot
posted 10-25- 07:59 PM     Click Here to See the Profile for Falck   Click Here to Email Falck     Edit/Delete Message   Reply w/Quote
All I can say is...Incredible.

Will you be charging for this version?

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Falck
Pilot
posted 10-25- 08:04 PM     Click Here to See the Profile for Falck   Click Here to Email Falck     Edit/Delete Message   Reply w/Quote
I keep coming back here just to look at the screenshot.

This would be an amazing tool.

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Zurawski
Pilot
posted 10-25- 08:12 PM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
"Will you be charging for this version?"

LOL! ... I've already got his name filled out on a check if he does!

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AGAS - 5
Pilot
posted 10-25- 08:40 PM     Click Here to See the Profile for AGAS - 5   Click Here to Email AGAS - 5     Edit/Delete Message   Reply w/Quote
Hey Bryan, looks great

Good luck with its development mate.

Cheers,

AGAS 5

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ArgonV
Pilot
posted 10-25- 09:05 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
ORGASIM!!!!!!!! Man this is going to be GREAT!

I too would like to know how much?

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Bryan Russell
Pilot
posted 10-25- 09:38 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Thanks guys,

This OPS is part of another project I'm involved in so while it probably won't be sold as such, It does make up some of the value in the other project so need to think about how to distribute it without effecting that.

I will be spitting out a few betas from time to time though.

Some other things it will have/ has are:

* Vertex snap part placement, i.e. align a vert from one model to another.

* Polygon level property editing

* Smoothing utils, i.e. similar to MAX probably, but stuff that actually gets into the SM file, and probably some 'drag around' vert normals to get the look just right.

* Currently has a OpenGL rendering engine, and will probably do D3D as well, if I get around to it. Apart from being more flexible (which also means more work!) than the thing I used in OPS1, OpenGL also means you can run it on WINNT 4.0 machines if you find a need.

* Adjustable lighting conditions so you can see how your smoothing stacks up. Not too useful for SDOE, but you can have fun with some pretty coloured lights.

* Loads from ParFiles transparently, currently only the textures and filerefs.

* "File|New" from a template. i.e. like Word when you select the fax template. For example you might select the twin engined fighter template and start your model from there. The appropriatte files are copied renamed etc etc as you select the template.


There are a few more, but they can be a surprise


Bryan


P.S. Zur, PLEASE take my name off your chubby! I'm a bit worried its the same sort of thing as a bullet with someones name on it I don't even want to ask if its a 20mm or a 7.7!

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ArgonV
Pilot
posted 10-25- 10:45 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan, if this OPS version is not nearly as buggy as the one currently out, (And has ALOT more features) I'll be glad to pay mula for it. But free is always a good thing.

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Aladar
Pilot
posted 10-25- 10:59 PM     Click Here to See the Profile for Aladar   Click Here to Email Aladar     Edit/Delete Message   Reply w/Quote
I love the idea of the DOF testing idea! put the values in and test if it will work without wasting hours! GREAT JOB, CAN'T WAIT!!

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Bryan Russell
Pilot
posted 10-25- 11:16 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Argon,

The problems with OPS where (IMO) due to three things: The UI Framework I used was full of holes (there is a very good version of it now I believe), the dumb arse 'archetecture' I hobbled together to link the properties, graphical bits and the selection bit was so convuluted and meant that any changes were prone to errors (+the property parsing system was crap incase you didn't notice), and lastly I used D3DRM, which is a high level scene manager for D3D. Its good for what its good for, but not really flexible enough, but I hooked into it to much,and it was hard to let it go without a rewrite.

I'm now using a very good UI frame work from here, http://welcome.to/BCGsoft . If anyone is doing any MFC work and needs a really good GUI, look no further.

I've really thought about the associations between stuff now and think that I have a much better platform to add stuff , easily and safely,

and lastly, I wrote my own renderer, which was something I had to do anyway. Its much easier to work with and I can do pretty much what I want. Also, most of the crashes that said something like OPS cause a fault in <unknown> were buried so deep in D3D, I had a extremely hard time figuring out what I did wrong.

So anyway, I'm hoping its going to be a little more bug free, at least now everthing will be my fault

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Snickers
Pilot
posted 10-25- 11:50 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
I too would be willing to fork over for this! Does / will it have a ruler / measure function? Including angles? (Nag, Nag, Nag.... )

Testing dofs on OPS would be such a time saver......

You da man!

------------------
Snickers
=FC=

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Pete Hawk
Pilot
posted 10-26- 12:46 AM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Woohoo!

Bryan Rules!

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ArgonV
Pilot
posted 10-26- 06:40 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan,

This is REAL GREAT news!!!!!! That sounds a HECK of alot bug free and tons more of a stable program. I love the in program DOF movement idea. My gosh this will save buttloads of time! Thank you sooo much for your coninuted support Bryan!

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Sv
Pilot
posted 10-26- 07:04 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Awesome! I hope it supports WWI aircraft

------------------
-Sv =FC=

WWI in SDOE!


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Whirlwind
Pilot
posted 10-26- 09:12 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Hmm...well....THAT LOOKS AND SOUNDS FREAKIN' AWESOME!!!

Er, could you add texture alignment?

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bjorn
Pilot
posted 10-26- 11:56 AM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Looking great! Looking forward to it!
_
/Bjorn.

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Robert
Pilot
posted 10-26- 02:58 PM     Click Here to See the Profile for Robert   Click Here to Email Robert     Edit/Delete Message   Reply w/Quote
Sounds good Bryan!

You´re doing doing a great work, hope you know that!

/Robert

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charmstar
Pilot
posted 10-26- 05:39 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Wow, this sounds excellent. A tool like this will definitely make plane modeling more accessible to everyone. I hope that you are staying in contact with the boys at ParSoft... whenever they get around to an SDOE2 type of game, if a program like this was included, I'm betting a bunch of new customers would snap it up. In fact, maybe it would even be useful to some of the RC Simulator crowd?

Keep us posted on the progress.

charm

PS: any progress on your plane projects?

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Pang
Pilot
posted 10-26- 08:00 PM     Click Here to See the Profile for Pang   Click Here to Email Pang     Edit/Delete Message   Reply w/Quote
Bryan,
I can't tell you how much I'm looking forward to working with this! WOOHOOOO!

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ArgonV
Pilot
posted 12-24- 01:02 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Bryan, Im curious... How is this comming along?

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Pete Hawk
Pilot
posted 12-27- 03:07 PM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Me too, how's it looking Bryan?

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Da Jug head
Pilot
posted 12-27- 04:40 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Brian,

Are you incontact with boys at crosswindsims? This would be a great tool to assist with the development of Stormbirds.

As for the other comments- why wait for SDOE2. Can this be used to create planes for the RC simulator? I'm sure Hawk would like to use it to create some new planes for that sim.

------------------
"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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Condor
Pilot
posted 01-08- 04:03 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Bump,

Any news you can share with us OPS'ers?

Thanks Brian

------------------
Condor out

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Bryan Russell
Pilot
posted 01-08- 08:41 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I'm afraid all the work is all foundation stuff so there's nothing too exciting to tell.

The one thing is that I have changed the plans for the architecture a little, so that it will almost totally be run by plugins rather than having the functionality locking in the main exe. The main exe will really just be for loading the plugins and handling UI bits.

This means that if you don't like the way I made it handle DOF's, someone can theoretically write another DOF handling plugin.

Of course this is just hypothetical because we all know that everyone thinks the DOF editing works great!

Also, I plan to implement source control mechanisms and distribution control via plugins. For example you could manage different versions of your aircraft etc through OPS2000 and have it create a zip file, or install package from the source files.

So at the moment I have a list of classes of plugins that will perform different tasks. They are now:

* file loaders/savers
* image format
* mesh format (similar to the current import stuff)
* object handlers (i.e. parts, groups, dofs etc)
* source control
* distribution
* utilities (for example the gun convergence function might fit here)

Any other ideas for useful plugin classes just let me know.

As I said, there is mostly background stuff happening now. I can't really say what a release date is as my schedule is a bit erratic at the moment.

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Condor
Pilot
posted 01-08- 08:44 PM     Click Here to See the Profile for Condor   Click Here to Email Condor     Edit/Delete Message   Reply w/Quote
Thanks Bryan,

Your update is greatly appreciated.
Good luck and best wishes for a speedy completion date.


------------------
Condor out

[This message has been edited by Condor (edited 01-09-2001).]

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ArgonV
Pilot
posted 01-08- 10:23 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
WoW cool Bryan! Cant wait! If you need a tester, Im your man!

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wakeup tailgunner
Pilot
posted 01-09- 05:45 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
W W !!!!!

That sounds like a damn fine piece of work!
All the functions of OPS with an open approach to functionality too. With a good basic interface and the ability to package up the finished project, the possibilities are incredible! Someone should be paying you money to do this! Really! Wonder if those guys at Stormbirds would be interested. Imagine selling a game like SDOE with a high quality plane editor built in....heaven!

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Da Jug head
Pilot
posted 01-09- 08:20 AM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Bryan,

Modularity- Real3D works this way. You may get farther faster if you get the hooks for the plugins worked out in the kernel, then release an SDK explaining how to write the plug-ins. Someone may take some of the work off your shoulders by developing one of the modules for you.

Just a thought.

------------------
"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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