CMP to SUR Conversion Tests
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StarTrader wrote:
Are we to expect any further development of sur builderI will finish what I started, which includes some enhancements to the user interface, and making sure that HpMount is created under all circumstances.
As for new features, I need to understand the requests before I can implement them. I have been hoping that the discussions here would help that.
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Glad you mentioned that, BW.
Please Don’t make the HpMount bubble every time, please make it an option button or check-box, because it must NOT exist in a large ship’s sur.
Only fighters have them, I never put them in gunboats upwards.
And we need this utility for large ships with form-hugging multi-part surs.
As for wish-lists? Well it’s a simple goal to state, but the hardest to achieve - we just need full collision and hit detection as per the original game.
For that, all we need is to be able to produce an identical sur for any standard FL ship, including the duplicate weapon, wing and engine surs and Type 5 surs, so that when we import it, it is exactly the same as the original sur for the same ship.
That way we will know that we have cracked it.
I don’t know if anyone has yet understood the precise function and effect of all of the sur parts (the duplicates and the Type 5s) but they have not explained it to my knowledge?
Finally - has anyone had any problems with any sur generated with the last version of the sur-builder?
On the other hand has anyone got any confirmations of good behaviour of the last version of the sur-builder?
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StarTrader wrote:
please make [HpMount] an option button or check-boxAdded to my list.
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lonestar wrote:
I have had no troubled with this cmp to sur program that I can reamber. Just some pc troubles the I caused by running it with milkshape open at the same time .Good, thank you for the report, lonestar.
The SUR Builder is big. It reserves 1.7GB of RAM. Depending on how much memory you have, it may not take much to make the PC do a lot of paging.
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I only have 2 gig DDR3 memory, and a AMD phenom II X4 940 Processor running at 3 gig.
Yes its a quad core 3 gig cpu, I have room for more memory but I don’t have it in yet.
But the machine I use this on is an AMD Athlon Processor 3200+ 1.88gig cpu with 1.25 ram, maybe DDR2 memory.
That is the machine I use with this program and It DOES lag on load and model loading.
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As you probably know, 2GB is light in a quad-core system. Memory is roughly divided among the processors.
I will try to reduce the memory requirement, but I cannot guarantee it.
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Bullwinkle wrote:
As you probably know, 2GB is light in a quad-core system. Memory is roughly divided among the processors.I will try to reduce the memory requirement, but I cannot guarantee it.
Yes I know that, but the thing is I can not aford more ram at this point in time, and I plan to get more soon.
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Just for the record, I run it in 750MB on my 1.4MHz Centrino laptop.
I had to resize my pagefile to get it to run, and every 3-4 starts I haveto zero the pagefile again. But I can live with it as long as it starts, I have maybe 30 surs to produce then it will not be required regularly.
But reducing the requirement will help many.
Another quibble: 4GB standard? For a PC? You are loonies! Off your rockers! rofl
IBM Mainframes still run banks and airlines gaily on 64GB and less!
However as new PCs contain that amount, why not! Soon it will be 8GB anyway, then eventually 1TB. The factories cannot stop producing memory and Intel will not stop making faster cpus.
While you can afford it, fill your boots!
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Xarian_Prime wrote:
this is the type of thing i’d be looking at a formfitting sur for…Good example, Xarian. Thank you.
If you build your cmp in parts then the SUR Builder should follow the outline of the parts.
Philosophically, a simple shape around the spines seems more “correct”, to me, than a form-fitting SUR. The purpose of a SUR is to approximate the shape of the ship with a minimal number of polygons, in order to reduce the calculation burden on the engine.
A SUR that requires a lot of polys to enclose a complex shape defeats the purpose of the SUR.
For a station, or an enormous cap ship, a SUR that approximately follows some of the spines might make sense, so that a fighter could fly between the spines. But, for a fighter, a simple shape is more “correct”.
Also, if the ship has a shield, then the hit area should be more like a bubble than like a spiny shape. So making a form-fitting SUR is actually less realistic, in that case.
Have you tried the SUR Builder on that ship? I have a similar test model, but the cmp is made in a single part, so the SUR Builder makes a simple envelope around the tips of the spines (which is, from my POV, “correct” ).
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She’s all one piece atm… so yeah i got a pretty big block basically… works ingame well enough for collision proposes (you’d hit a spike anyway at that part of ship) but i do have its big sister as well… and that’s the one i’ll most probably need to worry about… All good, just thought i’d give you something a tad out of the ordinary to think about 8-)
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Xarian_Prime wrote:
just thought i’d give you something a tad out of the ordinary to think aboutYes, thanks. Your Shadow fighter is a perfect example of a point that I tried (unsuccessfully) to make earlier: A simple outline SUR is more “correct” for a fighter-size model than a form-fitting SUR.
When you do the “big sister” ship, can you group the CMP into parts? Then the SUR Builder should be able to follow the outlines of the groups.
Remember, the SUR is intentionally approximate. You would not want a SUR to look exactly like the CMP… the SUR should have the absolute minimum number of polygons that can roughly approximate the shape of the model.
More Polys = More Lag
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Nah, that’s a Crab Cruiser - in my mod it’s around 300metres across! So it can’t have a big envelope!
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StarTrader wrote:
in my mod it’s around 300metres across! So it can’t have a big envelope!Right, so, as I said, just break the model into parts.
Is there any problem with that approach?
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But, for a fighter, a simple shape is more “correct”.
it depends on the univers …
for SW, the shield is a projection between the atoms of the hull
so it needs to be the more accurate possible
the less polygons with the more accuracy …a question :
when we choose multi part for the sur types we have a pop up who said :
“Multi-Part Sur creation requires model with one mesh per cmp part.”
if we want a more accurate hitbox we need a multi group cmp allright ?
yet i can build a cmp with x groups but still one VMeshLibraryIs there a link or maybe i don’t understand what “Multi-Part Sur creation requires model with one mesh per cmp part.” means ?
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Bullwinkle wrote:
StarTrader wrote:
in my mod it’s around 300metres across! So it can’t have a big envelope!Right, so, as I said, just break the model into parts.
Is there any problem with that approach?
No problem, that is exactly what should be done. Each of the arms can be broken into smaller pieces so the sur can follow the approximate shape without bridging curves too much. However remember that the sur will only work with the new cmp. And it may take several attempts to get a good-looking one.
Now - it is possible to use a simplified sur with fewer groups with an old cmp as long as the names of the groups in the sur and cmp still match. This will take care to do though, but could help in larger ship surs.
But my point on the Crab Cruiser was that because it is so large it must not have an HpMount sur - the “shield bubble” of the old exporter.
BW - on low-poly surs, you are quite right, people think too much on contour-following and it is not often necessary until ships are very large. It is lost on fighters of less than 10-12 metres in my opinion unless they have booms or fins or large wings or spikes like this one, with big empty space between. Small detail will not be seen in combat.
I know modders like to go to infinite detail on maybe break-offable bits, just as they do with texturing, but who will see that on a ship less than 8 metres flying past at 500km/second?!
But on large ships (and of course stations) where other ships can fly between the booms then it would not be good to have a sur covering those gaps.
I have not made surs for scenery or stations so I can’t comment on the sur builder’s ability there - can anyone else?
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Right, I agree with most of that.
One detail, for the sake of clarity for all readers:
StarTrader wrote:
And it may take several attempts to get a good-looking one.Just to be sure that we are all on the same page here, “good-looking” is irrelevant for a SUR.
The SUR is the computer’s Point of View (POV) of an object. For most things, a blob is all that is required to track movements and hits.
Even with form-fitting SURs, the goal is extremely low poly count. Close-fitting is irrelevant. Looks are irrelevant. We just want an approximate fit that uses minimal polygons.
The rest of your note sounds right to me.