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        <title>Public Source Code</title>
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        <![CDATA[ Public discussion of all things relating to the PE computer engine. ]]>
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		<!-- descriptions should be shorter than 500 char to be polite -->
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		<item>
			<title><![CDATA[ landscape object bounding boxes ]]></title>
			<link>http://pedg.yuku.com/topic/2007/t/landscape-object-bounding-boxes.html</link>
			<description><![CDATA[ Rather than automaticly expand a landscape bounding box by .3 meters in all directions, I have made exceptions that will allow the use of custom bounding
boxes.  <em>The beta 15 custom bunding boxes for the non &#39;stick tree&#39; foliage obviously never worked like we thought.</em>
<br>
<pre>
if(landScapeObject) <font color="#009900">// first 2 letters a&amp;b name combination</font>
{  
<font color="#009900">    // Lets make this so that custom bounding boxes can be used
    // if our box... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/2007</guid>
			<pubDate>Wed, 02 Dec 2009 03:38:48 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Creating landscape artwork that is seamless between landscape levels of detail ]]></title>
			<link>http://pedg.yuku.com/topic/1995/t/Creating-landscape-artwork---seamless--landscape-levels--.html</link>
			<description><![CDATA[ <img height="428" src="http://images.yuku.com/image/jpeg/b63261f4368570af14b8561aa053cae4b65ddc09.jpg" width="760" alt="image"><img height="428" src="http://images.yuku.com/image/jpeg/09d265b4eb8ee0d313b89a194821e51a37455471.jpg" width="760" alt="image">
<br>

<blockquote>
  <p>Slomo.pedg :
  <br>
  I have been trying to get the railroads set up at their higest elevation to better represent the ones in the Caen area.</p>

  <p>Brit44 Aldo.u says:
  <br>
  The graphics of the the SE make... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1995</guid>
			<pubDate>Mon, 26 Oct 2009 00:04:33 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Rules for scenerio specific infantry sprites ]]></title>
			<link>http://pedg.yuku.com/topic/1992/t/Rules-for-scenerio-specific-infantry-sprites.html</link>
			<description><![CDATA[ With PE-X 16.2 and later, it is possable to use unique infantry bmp files.
<br>
<em>This is an on going and active thread to document how to:</em>
<br>
<br>
Rule #1
<br>
The unique file must reside in the same folder as the default. If the uniqe file is not found, the default file will be used.
<br>
<br>
Rule #2
<br>
The default tlb #10 will be used.
<br>
<em>You are changing the bmp only</em>.
<br>
<br>
Rule #3
<br>
8 bit and 24 bit bmps are valid.  The engine reads the bmp file to determine... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1992</guid>
			<pubDate>Fri, 23 Oct 2009 15:21:54 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Engine sound ]]></title>
			<link>http://pedg.yuku.com/topic/1979/t/Engine-sound.html</link>
			<description><![CDATA[ Is there a way to get the real tiger engine sound in ostpak?
<br>
<br>
Henny ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (henny124)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1979</guid>
			<pubDate>Fri, 02 Oct 2009 18:30:41 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Rules for scenerio specific particle effects ]]></title>
			<link>http://pedg.yuku.com/topic/1978/t/Rules-for-scenerio-specific-particle-effects.html</link>
			<description><![CDATA[ With PE-X 16.2 and later, it is possable to use unique tank.pss and particle.tga files.
<br>
<em>This is an on going and active thread to document how to:
<br></em>
<br>
<br>
Rule #1
<br>
The unique files must reside in the same folder as the default.  If the uniqe file is not found, the default file will be used.
<br>
<br>
Rule #2
<br>
The scenerio scriptor may chose to use a unique pss file, a unique tga file, or both unique.
<br>
<em>If you do not change the tga file or the pss file, you... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1978</guid>
			<pubDate>Wed, 30 Sep 2009 03:27:14 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Rules for 3D bridges ]]></title>
			<link>http://pedg.yuku.com/topic/1975/t/Rules-for-3D-bridges.html</link>
			<description><![CDATA[ With PE-X versions 16.11 and greater, 3D bridges may be used.
<br>
<br>
<em>This is an on going and active thread to document who to make and place them in the PE SE (scenerio editor, not special edition)
<br>
This development is ongoing and may change.  This first post will be edited as things change.  Later in life the rule &quot;Read The First Post&quot; will be
expected.  For now, this is a place holder of notes, so all postings are valid.
<br></em>
<br>
Rule #1
<br>
The SE will place the... ]]></description>

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			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1975</guid>
			<pubDate>Sun, 20 Sep 2009 03:22:48 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Spammer banned ]]></title>
			<link>http://pedg.yuku.com/topic/1888/t/Spammer-banned.html</link>
			<description><![CDATA[ <strong><span style="text-decoration: underline;"><span style="text-decoration: underline;">And so is his content <img src="http://www.ezboard.com/intl/aenglish/images/emoticons/roll.gif" alt="image"></span></span>
<br></strong> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (uyrhgf)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1888</guid>
			<pubDate>Sun, 01 Mar 2009 19:26:42 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Weather scripting ]]></title>
			<link>http://pedg.yuku.com/topic/1880/t/Weather-scripting.html</link>
			<description><![CDATA[ At 0 seconds of the scenerio, the scenerio cloud and wind setting become the default setting.  This is the 6th weather entry.  Only 5 entries can be set with
the scenerio editor.
<br>
<br>
With PE-X 16.10aa and later, if there is no scripted weather changes all checks for changes in the weather are skipped, saving CPU time for other things like
rendering on those clear days that have the largest view range. 
<br>
<br>
At 1 second into the scenerio the weather engine checks to see if any... ]]></description>

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			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1880</guid>
			<pubDate>Tue, 24 Feb 2009 04:51:09 GMT</pubDate>
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		<item>
			<title><![CDATA[ translucent textures ]]></title>
			<link>http://pedg.yuku.com/topic/1839/t/translucent-textures.html</link>
			<description><![CDATA[ I&#39;ve been painting on the M3A1 scout car again, and decided to add a translucent color for 24 bit bmps only.  In 8 bit the first color of the palette is
clear.  With 24 bit we made RGB (255,255,255) and RGB (255,0,255) as clear.  I have decided to make RBG (255,255,255) as 50% clear.  RGB ( 255,0,255) will
remain clear.
<br>
If anyone want to discuss opacity without an alpha chanel, speak up. ]]></description>

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			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1839</guid>
			<pubDate>Mon, 17 Nov 2008 00:28:28 GMT</pubDate>
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		<item>
			<title><![CDATA[ Interesting information ]]></title>
			<link>http://pedg.yuku.com/topic/1825/t/Interesting-information.html</link>
			<description><![CDATA[ While working on the damage to landscape objects outside the rendered field, I have been learning the way Wings test objects outside of the rendered area for
damage.  They use the memory they use to add units to the rendered map.  They gave this a 100 object limit.  Since most scenerios use the maximum 64 units,
this leaves only 36 objects that can be tested.  A number of potential situations that could cause this limit to be exceeded while ran through my head when I
realized this.  To make... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1825</guid>
			<pubDate>Tue, 07 Oct 2008 22:49:45 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Object placement and damage modeling ]]></title>
			<link>http://pedg.yuku.com/topic/1824/t/Object-placement-and-damage-modeling.html</link>
			<description><![CDATA[ <p>Lets discuss multiple object placement within a grid.  It&#39;s being a real pain to make new damage modeling realistic when 5 different objects are in the
same RRF.
<br>
I want to use Ostpack&#39;s AAwreackage as the example, but this should not be misread as an attack.
<br>
<br>
AAwreckage consists of 6 objects in one.  The PE engine can handle up to 7 objects in a grid.  For damage modeling it would be best if the 6 objects were
seperate rrfs.  As one object, any damage to one of the 6... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1824</guid>
			<pubDate>Tue, 07 Oct 2008 01:46:11 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ The immortal infantry. ]]></title>
			<link>http://pedg.yuku.com/topic/1816/t/The-immortal-infantry-.html</link>
			<description><![CDATA[ I&#39;m playing through pe3, using the setup Staff Sergent is having problems and thought I would post a picture of a bug.  The infantry has taken cover behind
the destroyed AT gun.  For the last week I have been cursing the AT gun that will not die.
<br>
<img src="http://images.yuku.com/image/pjpeg/40715f38e9548dff8985d585cfbd8bc2d931364.pjpg" alt="image">
<br>
<br>
It is a bug with the HE radius of impact.  Only a perpect shot to the infantry polygon (assuming no invisable polys of the AT... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1816</guid>
			<pubDate>Sat, 16 Aug 2008 00:47:41 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ PEX AI clear file line check ]]></title>
			<link>http://pedg.yuku.com/topic/1813/t/PEX-AI-clear-file-line-check.html</link>
			<description><![CDATA[ I&#39;ve noticed a problem with AI trying to shoot through destroyed tanks.  The problem is a static angle given to the AI for clearance, and the assumption
that destroyed units are not blocking a fireline.
<br>
<br>
To fix the problem:
<br>
We need to continue to exclude infantry units that are not UNS_USED (active)
<br>
We need to exclude other units that are not rendered in the game world <em>(UNS_REINFORCEMENT, UNS_RESPAWN, UNS_CHANGEPLAYERUNIT)</em>, but always include
destoyed... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1813</guid>
			<pubDate>Tue, 05 Aug 2008 03:12:43 GMT</pubDate>
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		</item>
		<item>
			<title><![CDATA[ Rain effect ]]></title>
			<link>http://pedg.yuku.com/topic/1810/t/Rain-effect.html</link>
			<description><![CDATA[ Playing through a rainy scenario today I noted that the rain effect is pretty poor. The droplets are nice, but they fall very slowly. It is as if one is
watching a video of rain at 1/25 speed. Has anyone else noticed this?
<br> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (mad2physicist)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1810</guid>
			<pubDate>Sat, 02 Aug 2008 23:17:23 GMT</pubDate>
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		<item>
			<title><![CDATA[ Pre DirectX 8.0 rendering compared to modern ]]></title>
			<link>http://pedg.yuku.com/topic/1809/t/Pre-DirectX-8-0-rendering-compared-to-modern.html</link>
			<description><![CDATA[ I&#39;m sure ChuckD would have liked to have known about this paper way back when.  I know I wish I had <img src="http://www.ezboard.com/intl/aenglish/images/emoticons/smile.gif"> .  I thought it might be helpful for anyone dealing
with upgrading a DirectX 7.0 or older rendering code to 8.0 or higher standards.
<br>
<br>
<a target="_blank" href="http://msdn.microsoft.com/en-us/library/ms810497.aspx">http://msdn.microsoft.com/en-us/library/ms810497.aspx</a> ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1809</guid>
			<pubDate>Fri, 01 Aug 2008 01:39:29 GMT</pubDate>
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		<item>
			<title><![CDATA[ I need a translation to laymans terms please ]]></title>
			<link>http://pedg.yuku.com/topic/1778/t/I-need-a-translation-to-laymans-terms-please.html</link>
			<description><![CDATA[ <p>from <a target="_blank" href="http://en.wikipedia.org/wiki/External_ballistics">http://en.wikipedia.org/wiki/External_ballistics</a>
<br>
<br>
<em>The deceleration due to</em> <a title="Drag (physics)" target="_blank" href="http://en.wikipedia.org/wiki/Drag_%28physics%29"><em>drag</em></a> <em>that a projectile with
mass m, velocity v, and diameter d will experience is proportional to BC, 1/m, v² and d². The BC gives the ratio of ballistic efficiency compared to the
standard G1 projectile,... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1778</guid>
			<pubDate>Fri, 09 May 2008 01:03:14 GMT</pubDate>
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		<item>
			<title><![CDATA[ multiple iterations of one tank for wingman paint purposes ]]></title>
			<link>http://pedg.yuku.com/topic/1743/t/multiple-iterations-of-one-tank-for-wingman-paint-purposes.html</link>
			<description><![CDATA[ Can we agree on naming rules for rrfs, for paint jobs that are indentical except for wing number?
<br>
<br>
I can easily add a check for wingman # at the time the secenerio is loaded.  This would eliminate 12 panthers in the csv, etc and allow for even more vairients
in paint.
<br>
<br>
We would need a base name, example PantherG. 
<br>
PantherG.rrf would be used for the platoon commander and as the load screen menu tank (<font color="#FF00FF">default</font>).
<br>
The code would then add the... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1743</guid>
			<pubDate>Sun, 23 Mar 2008 04:16:07 GMT</pubDate>
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		<item>
			<title><![CDATA[ Illumination of optics in PE-X ]]></title>
			<link>http://pedg.yuku.com/topic/1742/t/Illumination-of-optics-in-PE-X.html</link>
			<description><![CDATA[ <a target="_blank" href="http://images.yuku.com/image/gif/fa635bd13abeebeb5f0e862ffd82b3b03bb4597.gif"><img height="100" src="http://images.yuku.com/image/gif/fa635bd13abeebeb5f0e862ffd82b3b03bb4597_t.gif" width="100" alt="image"></a>
<br>
Illumination works opposite of what you would think.  When the light is off, we darken the texture. 
<br>
<br>
Units without illumination should use a dark texture.  All others should have the look you want when the illumination is on.
<br>
<br>... ]]></description>

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			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1742</guid>
			<pubDate>Fri, 21 Mar 2008 15:17:38 GMT</pubDate>
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			<title><![CDATA[ Releasing PE code to continue it's development ]]></title>
			<link>http://pedg.yuku.com/topic/1184/t/Releasing-PE-code-to-continue-it-s-development.html</link>
			<description><![CDATA[ The rule is that PE must always be a profitiable entity of JoWooD (the current owner).  That means no mailing of disks that are discontinued(A practic when the original publisher was sold), no uploading of the original PE 1.5 disk, no uploading PESE disk #1.<br><br>What could be released was a milky vision back then.  It is even worse now that 2 companies have original content that is superior to PE.<br><br>After the demise of the PE-X project, I am happy to share any of the code project... ]]></description>

			<!-- optional elements -->
			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1184</guid>
			<pubDate>Sun, 06 Jan 2008 01:45:05 GMT</pubDate>
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		<item>
			<title><![CDATA[ 3D wheels in PE ]]></title>
			<link>http://pedg.yuku.com/topic/1186/t/3D-wheels-in-PE.html</link>
			<description><![CDATA[ <em>the &quot;rules&quot;</em>
<br>
The rules for 3D rotating wheels are as follows:
<br>
<br>
There are 3 types of wheels:
<br>
#1 <em><span style="FONT-SIZE: xx-small">I call it a typical wheel</span></em> A &quot;typical&quot; wheel will follow the ground, rotate in the direction of
movement and can turn left and right.
<br>
<br>
#2 <em><span style="FONT-SIZE: xx-small">I call it a simple idler wheel</span></em> A &quot;simple&quot; wheel only rotates in the direction of movement.
<br>... ]]></description>

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			<author>feeds@yuku.com (Brit44 Aldo)</author>
			<guid isPermaLink="true">http://pedg.yuku.com/topic/1186</guid>
			<pubDate>Sun, 30 Dec 2007 00:44:33 GMT</pubDate>
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