Creating .cmps with over 20k polygons
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Moar videos from FW:ToW
This video shows how how we got our 130,000 poly ISD, 70k poly CR90 and other such models to work in game. It doesnāt show you to break up the model, it just shows how to put the .cmp model together.
Hereās the video: http://www.filefront.com/14217517/CMP_Splicing_Tutorial.wmv
For more information about the .cmp file structure, Dev made a video for everyone to use: http://www.filefront.com/14045291/CMP-Tutorial.wmv/ It may be a bit over the top for some, so I recommend watching it after you watch my tutorial. It is a wonderful source of information once you understand it
(PS: That texture he uses is of me with some of his careful editing, lulz)
Credits for this discovery goes to Dev, I just simplified the instructional method.
As always, any questions or comments, postāem here.
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Not a problem. I hope it allows everyone to get any model they want into game now
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Boy talk about confusingā¦ ??? Vids are cool visual references, but I am a hands on learner, I need written tuts to try and figure out what you did. (and maybe a sample file I can look at in the programs)
Ok letās start off w/programs- what version of utf editor was that in sushiās vid, and what was that other amazing program?
Fus
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i have like a 200K death star model ive always wanted in gameā¦ NOW I CAN!!! thanks guys, your work is soupar!
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@[RIP:
Fusion link=topic=2018.msg18238#msg18238 date=1249717963]
Boy talk about confusingā¦ ??? Vids are cool visual references, but I am a hands on learner, I need written tuts to try and figure out what you did. (and maybe a sample file I can look at in the programs)Ok letās start off w/programs- what version of utf editor was that in sushiās vid, and what was that other amazing program?
Hit Replay (or Rewind / Play) about 20 times, having first watched the whole thing through each time! lol
UTF Editor 1.0.0.4, usually referred to as 1.4
Other amazing program? HardCMP?
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@[RIP:
Fusion link=topic=2018.msg18238#msg18238 date=1249717963]
Boy talk about confusingā¦ ??? Vids are cool visual references, but I am a hands on learner, I need written tuts to try and figure out what you did. (and maybe a sample file I can look at in the programs)Ok letās start off w/programs- what version of utf editor was that in sushiās vid, and what was that other amazing program?
Fus
Have to disagree on the written tutorials here, Fus. First of all, it would take forever to explain and probably would be even more dfficult to grasp than on the video. As I mentioned, Devās tutorial, while extremely informative, is also a bit over the top at first. Thatās just the nature of the .cmp file, sadly. Secondly, videos allow you to see exactly what I am doing, unlike a written tutorial. But hey, to each their own, I guess. If you want to type out a tutorial for everyone, by all means.
As for the programs,I linked you all to them in my infinite hitbox tutorial post: http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=2017.0
UTF Edit 1.4 (linked directly to TSP)
XVI 32 (linked directly to the download site)
HardCMP -
I just watched Devs video about cmp structure and I think its wonderful. Maybe hes speaking a little too fast sometimes, but I think you get a very nice overview of how it actually all works. The only thing missing for me was how sur files link to cmp files, but I guess other hitboxing tutorials cover that.
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Got one on how to break up the models? I got a huge poly ship in the UV that we canāt make buyable cuz of the poly countā¦. Itās got so many groups in ms3d itās not even funnyā¦greater than the 18 caps in the cmp/sur exporters.
Fus
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Ok I was able to follow Sushiās vid and duplicate it on one of my high poly objects, but I lost track of how or where he came up w/the cons fix file. I know it comes from a sur splicer process, but I havenāt cooked one up yet.
Fus
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Watch for the hex editing sections in the vid. With that you can go into any Fix / Rev / Pris data, export it from UTF editor, hex edit the resulting file to add or remove however many parts you have, and rename child / parents. Then just import back with UTF into the same node. Itās handy to keep a couple of these handy as a template, with just one Fix section. Having that, you just copy / paste as many times as needed.
Differentiating the sections is easy once you know what to look for; in most basic models: section starts with Root and ends at the character right before the next Root. This is while looking at the right window.Fix:
Rev:
Pris is the same procedure, you get the idea
You can use any cmpās exported data which has the type of Cmnd entry you need. Just note that Fix and Rev or Pris are different lengths, so not interchangeable -if I recall, Pris and Rev are though, since they both use the same types of values. -
Ok, What did I do wrong? HardCMP canāt open the fileā¦ ??? SS of UTF Editor: Click
Fus
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Itās hard to tell what you did wrong from the SS. Host it up and I can get it working, hopefully.
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Link: https://rcpt.yousendit.com/723967179/4314397729b37ec73eb18911ffa205d0
Link will be valid for 7 days, as I am using a You send it account.
Fus
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Are you using the āCustom controlsā section of UTF editor to edit the names and such?
[Edit Fix data] [Edit Rev data] [Edit Pris data] [Play sound]
are the buttons Iām referring to.
This data cannot be modified by āinterpret as stringā.Edit: hereās a copy of the fixedā¦Fix data, ready for import with UTF
The length of each section was a little off m8. -
Hereās the fixed .cmp
http://www.filefront.com/14242543/B5_Jump.rarHereās an image of it ingame
Pardon the TIE Fighter ;D
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Sushi,
Ty for your quick response and repairs. Can you explain to me what I did wrong? If you had to tweak my source mats, could you also send them as well?
How can I install HPās for use as a Jumpgate now that it looks all warped? I was hoping to have them(at least the docking and animated hpās) preset before the merging of the cmpās.To Mini Me:
Today was the fist time I had ever done any manual tweaking in any version of the UTF editor. All I have ever done in the editor is look at the basic info of cmp or mat files that it provided.Fus
Edit: Can I get away w/a simple ādrag and dropā from a cmp that I made earlier? (Jump_Leftās ms3d file exported)
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ETF ditor is pretty handy for many things definitely one of the must-have tools if youāre doing anything with models and / or textures, animations, etc.
The model looks rather nifty, you could go into the materials and add in Ec to make the purple parts, and maybe the blue as well, glow a bit. Might not be the look youāre shootin for, I just like glowy stuff ;DIf all the dimensions and such are the same, and orientation, you should be able to hard point all on the Root (using HardCMP), save, then just drag copy the whole hardpoint branch over to the new cmp in UTF.
If you did this early, then yeah it should be a simple drag n drop
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@[RIP:
Fusion link=topic=2018.msg18309#msg18309 date=1249878785]
Sushi,Ty for your quick response and repairs. Can you explain to me what I did wrong? If you had to tweak my source mats, could you also send them as well?
How can I install HPās for use as a Jumpgate now that it looks all warped? I was hoping to have them(at least the docking and animated hpās) preset before the merging of the cmpās.To Mini Me:
Today was the fist time I had ever done any manual tweaking in any version of the UTF editor. All I have ever done in the editor is look at the basic info of cmp or mat files that it provided.Fus
Edit: Can I get away w/a simple ādrag and dropā from a cmp that I made earlier? (Jump_Leftās ms3d file exported)
All I did, Fus, was use the b5_bottom.cmp as my splicing file. I then dragged and dropped all the vmeshlibrary info into the file. Then I dragged and dropped the vref stuff into the b5_bottom file. The only thing I really made custom was the cons_fix_data, which Mini-Me has shown was too long in some parts (they have to be exact lengths). I didnāt alter anything of the .mat. If you want, I can make a quick video of what I did?
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Plz? maybe w/a zoom in w/the cons_fix part? that would be really cool of you.
Fus