CMP to SUR Conversion Tests
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Forgot to mention to adjust the distance setting for very small ships. Usually they require 0.1 for the radius or smaller. A setting of 0 turns it off. I’ve also noticed funny named vmeshdata’s can cause problems such as | in the name. It can’t save out the name properly in that case. That will be fixed by the next update. Feel free to send me the file and I will see what’s going on with it.
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I’ve been running tests on this all day. Since this is a beta atm, and seeing as we talked about this earlier today LS, i think everyone whose tried this will agree its a huge improvement over any other method used so far. Firstly, planetary surs. Oh hell yes, these are now truly round as they should be. The converter seems quite happy if the sur is for a ship, piece of equipment, a solar, they all seem to work fine.
These surs gift wrap awkward ship models and until the Delaney triangulation part of it is perfected, none of us will get figure hugging surs on odd shaped models, i’m thinking Enterprise, Tie fighters etc. Once LS has perfected that, i’m sure that will change, fingers crossed.
I tried to make new surs for Aldeberans modular station pack and succeeded in about 90% of the models so that’s a major plus for those of us that use those.
Hat’s off to a superb tool and a real thankyou from me and anyone else whose tried to make a sur and just started screaming uncontrolably when they didn’t work. Hotly anticipating the next update. Have a drink on me LS, you fully deserve it :pint:
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I don’t think there’s any better way to make convex SURs now. Amazing job LS
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**It’s taken alot of work just to get it to this point. I still have a bit of work to get it further along.
The hull builder part already has ‘by group and texture’ hull creation ability. I simply disabled that part (forced whole mesh only) since the sur builder isn’t capable of using those hulls yet. At this time I needed widespread testing of the whole hull sur to make sure it worked across multiple mods and models.
The faces inside of the hull problem is known but if you find any other problems please post about it here…**
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Gibbon wrote:
II tried to make new surs for Aldeberans modular station pack and succeeded in about 90% of the models so that’s a major plus for those of us that use those.Mirkha, from the FW:ToW Development team has re-hitboxed all the Aldebaran’s Modular Station II pack. If you want them, let me know
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i thought i have allready post it …
well the modules with new hitbox are here : http://www.filefront.com/15555437/Modular-Station-V2.zip/
i want to upload on the download section but it doesn’t work for me.
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Lancer Solurus wrote:
The faces inside of the hull problem is known but if you find any other problems please post about it here…
Hi Lancer,
Impressively amazing work by all accounts, my thanks as always.
Sorry haven’t had time so far to test it myself, been busy coughing and sneezing everywhere, now the 4th week. Gurrrgghhh!!
What is this problem you are describing above?
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The sur file creator works perfectly for me, already tested with a couple of models.
As for the mentioned problem, I can make a guess: the app generates the convex sur model, but it places a triangle or two inside of the convex shrinkwrap it builds, rendering the sur useless. This was extremely common with the Milkshape sur exporter’s shrinkwrap option… While that made this error 99% of the time, making all the surs built with it useless, LS’s sur creator probably has only a 1% error rate. Note, I have not encountered this with LS’s tool.My only complaint is that once I load a cmp to generate a sur the app consumes 100% CPU power (together with task manager, for some strange reason. That is, the cpu usage of fl_sur_builder and taskmgr add up to 100%, with taskmgr often at ridiculously high percentages unseen when the tool is not running), and a good 380 MBs of RAM usage. When exiting, the tool often takes a very long time to disappear from the process list, but can be killed manually anytime.
==> Please do not bother yourself with this. Others probably don’t have it, I can live with it, and I’d rather you not spend any energy on this. Waiting for the multi-part compatibility
This tool is genius. -
The hull should not have faces inside of the outside faces, as in the interior of the model. I’ve tried multiple different ways to keep it from happening, some have been better than others but it hasn’t been completely fixed.
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May I suggest to check for reversed faces in the .cmp as a possible cause of this anomaly?
I don’t know if that is an easy thing to do LS.
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The faces are not used at all, just the vertices. Also, everything is sorted 6 times after being loaded so the ordering in the file is completely unimportant.
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Out of about 40 or 50 models that i’ve use this on so far, i’ve encountered 1 where it made bits inside the model. There is a fix for this already in the utility, raise the duplicate value to 2 in the little box on the right, that fixed it for me. I’m sure LS can explain what it does, he just told me to do that and problem goes away
Crap, almost forgot, thanks to Sushi & Mirkha for the new version of the modular station pack
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It is for removing duplicate vertices from the mesh. It scans them and collapses those within that radius value into a single vertex. This is very useful for speeding up the building process and also to stop the internal face problem. It is a float and for very small ship it should be set to less than 1.0 (it’s a float).
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Had a go with the tool,just to give you an idea of how well it works, here’s a nice little piccy :
Edit: http://rapidshare.com/files/349847912/hg.rar.html If you want a better look at the files.
Thank you so much LS!
James/DAP.S It’s good to be back :).
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**This program couldn’t be useful at all, I can’t think of anything to do with it, it just keeps putting these weird shapes all over my models and wont let me shoot thru the ships anymore
Hope you fellow modders are finding it useful, there is another couple of projects in the works as of this past week that may make you happy. I’m not going to tell what they are now since my workload for this project is so heavy they are being considered secondary projects. Let me just say due to Louva Deus that a couple of your other heavily used programs may be getting the final repairs they were in need of…enough said for now.
BTW, shameless plug, join me on TS 2 server at solurus.dyndns.org if you wish to chat or talk about this project (TS 3 at ts.frag-force.net as well), talking is so much easier than typing. I like to hear your voices and get to know each of you better and you may actually meet some of the veteran modders and players there. You will find some of the original Freelancer shakers and movers there as well ;)**