CMP to SUR Conversion Tests
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What I meant is that the technique you described with dummy models that put all parts in the root group is for large SURs, not CMPs. The Freeworlds people had to develop a technique to work around both SUR and CMP group limits, but the CMP workaround doesn’t change how groups work (if there should be 36 groups, there will be 36 groups, which means that the models will work fine with LS’s utility).
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FriendlyFire wrote:
What I meant is that the technique you described with dummy models that put all parts in the root group is for large SURs, not CMPs. The Freeworlds people had to develop a technique to work around both SUR and CMP group limits, but the CMP workaround doesn’t change how groups work (if there should be 36 groups, there will be 36 groups, which means that the models will work fine with LS’s utility).Ah, right - but they also modified the cmp in the same way to add the dummy parts that matched the sur names, no?
Anyhow, yes the Freeworlds cmp method obviously is better and those cmp’s can hopefully then be used directly by LS’s 1024-group generator!
Wunderbar!
Well - come on then, LS, where is it?! Eh?!
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**Hold your horses old man, it will be ready when it’s ready. BTW did you get that hedge trimmer I sent you?
Just for you, a model from Freeworlds, the X Wing (courtesy of Sushi), as you can see it isn’t a perfect fit. If you want a form fitting sur, then you will need to build it by hand. This is a general purpose tool and isn’t meant for perfectly fitting sur files unless the model is prepped for it.
Still having occasional sur corruptions, until I get them cleared out I won’t be releasing an update.
The testing is going good so far though, at the present all of the sur files have shown up properly in Hard CMP. Hopefully I will release a working version soon…**
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Hedge trimmer - nope!
But don’t send a replacement yet, I’ll just blunt it!
Yep, that’s pretty good.
For myself I would make the engines and weapons separate groups to get a close-fitting sur for it.
Tip - Could also remove the weapon groups and export a temporary cmp so the weapons would not generate sur parts, then restore the original cmp for the game. As long as you don’t change any group names all should be well.
Ah - don’t forget my optional shield bubble thingy, huh? (Don’t worry about what anyone else wants, I don’t care, they’re all inferior!)
Just filling in time…
“Infamy! Infamy! (They’ve all got it in fer me!)” - Kenneth Williams, “Carry on Cleo”Like it? Oh. OK, here’s another then:-
“Arabs are very intense people - they do everything in tents!” - Charles Hawtrey, “Carry on, Follow That Camel”And one more for the record…
“No offence meant, just feeling a gay person - Uh-oh… yep, he sure is offended!” - StarTrader, “Avin’ a Laff!” -
LancerSolurus wrote:
**Hold your horses old man, it will be ready when it’s ready. BTW did you get that hedge trimmer I sent you?Just for you, a model from Freeworlds, the X Wing (courtesy of Sushi), as you can see it isn’t a perfect fit. If you want a form fitting sur, then you will need to build it by hand. This is a general purpose tool and isn’t meant for perfectly fitting sur files unless the model is prepped for it.
We’re going to be making a bunch of “server side” hitboxes, to improve performance, and from what I see there, the hitboxes your program is making is perfect for that. I really cannot wait to use it
You are doing an amazing thing for the FL Community, LS, I cannot say that enough!!**
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ST puts his white-bearded face round the door…
Still no sign of LS’s multi-part sur generator.
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Sushi wrote:
We’re going to be making a bunch of “server side” hitboxes, to improve performance, and from what I see there, the hitboxes your program is making is perfect for that.Does that work? Server and client having different .surs?
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If it does work then it opens yet more cheating.
Does it?
I’m keen to try it out! lol
While I’m waiting for LS’s generator!
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Yup. However it will only affect the NPC ship hitboxes as well as how they perceive hitting a player ship. PvP interaction will be unchanged. The reason why we’re doing this is that we’ve suspected more polygons in a hitbox ––> more calculations —> increase CPU usage ----> drop in performance.
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**Thanks for the encouragement, still doing alot of tests and trying different layouts for the sur file. Multiple meshes in a single cmpnd part is being the problem. This is a by-product of the way the model is exported. Thinking about making a cmp modifier so it can split the mesh properly into parts. This is due to that the models that are modular in design wrap tons better than an all in one mesh.
Note to model converters, regroup your models before exporting to make the overall shape similar to a sphere, cube or cylinder for each group…**
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Roger, Wilco!!
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StarTrader peeks round the door again…
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Scratches scruffy white beard in puzzlement…
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**Sorry for the delay but I have a feeling this may be worth the wait….
I am in the process of designing a group separator for the CMP files. This means that you can simply export all of your groups in 1 group and this will rebuild the CMP file with as many groups as you originally intended, in the process breaking the 18 group barrier limit. In the meantime it will build new VMeshRef and Cmpnd sections to match, you know how I am, click a button and it’s done
The reason I’m doing this is that I have found that individual meshes take hits alot better than one big mass mesh. There is a good chance it will be integrated at the beginning on the sur creation process so it will be fully transparent to the sur building process. Plus I never much cared for the 18 part limit and this is an easy way to remedy it.
So keep your spectacles on old man, it’s coming soon.
On a side note, I did test how surs work and found something interesting. Surs can have holes in them. This opens the possibilty of attaching surs inside of surs simply by creating an opening. Anyways, enough experimenting, back to the grindstone.**
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That is phenomenal news, LS! I think many of us are on the edge of our seats watching your sculpt your masterpiece
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LancerSolurus wrote:
I am in the process of designing a group separator for the CMP files. This means that you can simply export all of your groups in 1 group and this will rebuild the CMP file with as many groups as you originally intended […].That means that it will make all groups from milkshape separate? What about parts consisting of 2 or more meshes (maybe because of texture)? That would also generate multiple surs for example one wing…that means i can’t just use it as [CollisionGroup] because each part of the wing would be a separate destructible component…
edit: by the way - has anyone of you taken a look on co_base_rock_large01.cmp and its sur? It has a multiple part sur for the root!!!
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@ Quark - It will split meshes up into parts only if they contain more than 1 mesh. It is determined by the VMeshRef. I will make it optional. The main reason is because I haven’t got the bits linkage part worked out yet and the separate mesh part is already fully working. I will continue to work on figuring out how it’s designed so hopefully I can get the multi-part working (multiple meshes in 1 sur part). Tests show that without the linkage it uses the last sur with the same crc. As in if there are 10 parts named Root, only #10 will be used for collision.