.obj -> .sur converter
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Gibbon wrote:
With regard to simplified surs, that’s the whole point of direct x mesh reduction surely? Saves making one from scratch when all you have to do is reduce the poly count in the model using this tool. I also find Lithunwrap does a very good job at reducing the poly and vertice count as well.from my opinion direct x mesh reduction makes the models too bad if i can say
i have the choice to build a correct sur and to use the Schmackbolzen tool which has the advantage to not burdening the cmp
So i do like that but i understand perfectly that you don’t want or can’t use 3dsmax or other -
a question
i have to add the proper hardpoint in the tool so they are covered by the hitbox
and if after i want to add 1 or 2 hardpoints to the cmp i have to rebuild a sur, right ?so the question is : why we should not add all hardpoints at the list for each cmp even if not in the cmp?
to prevent rebuilding a new sur each time we want to add something …
i imagine the sur will be “bigger” and ? it’s a problem for freelancer or not ? -
Not only this, there are different hardpoint names, e.g. HpTurret_B1_01, HpTurret_R1_01 etc.
Schmackbolzen: any progress for the next release with multiple groups please?
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Last exam is on Friday after that I can continue working on the converter again.
Btw. thanks for all the success wishes ^^
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Schmackbolzen wrote:
Last exam is on Friday after that I can continue working on the converter again.Btw. thanks for all the success wishes ^^
Thanks, Schmack. Best of luck with your exams!
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Yes, plus there are some things to be done for the mod I am working for (hooking etc.) and also university started again this week ^^.
I plan to continue working an the converter as soon as I finished the mod stuff (which should not take more than 1-2 weeks).
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Yea it
s no hurry after all . This is anyway the golden age of freelancer modding programs (after 8 years of moderate releases - I may be wrong :roll:). I am saying also about the tons of flhook development , adoxa and m0tah plugins , cannon , lancer solurus and the rest of the contributors. It
s just amazing just the releases at this point .
Also the free releases and source codes included make a huge difference to another comunities where i saw many pathethic situations , the “credits madness” and insults ; i don`t want to say what and where i saw that , i just want to apreciate this community and all people here -
Schmackbolzen wrote:
Yes, plus there are some things to be done for the mod I am working for (hooking etc.) and also university started again this week ^^.I plan to continue working an the converter as soon as I finished the mod stuff (which should not take more than 1-2 weeks).
That’s about now, right?
Hate to prompt you Schmackbolzen, but this is the thrid time I am waiting for a sur tool, and the third year, and I’m getting older and don’t know how long more I will live waiting for this perfect sur tool. :pint:
And I don’t want it to be on your conscience for the rest of your life that I died waiting for you.
And I don’t know what is the next more scary and scaly and hard-skinned animal after the crocodile…??
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Well it took roughly 6 months to develop the tool as it is now so don’t expect me to work fast As long as the quality is good you should be satisfied (and I never release software which can not stand up to my personal expectations ^^).
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A Gibbon?
No, you’re too furry and cuddly, old pal!
Besides, I wouldn’t want to compromise your chances with the female gibbons by having two of us on show!
And then again in this day and age they might think we’re “an item”!
Maybe a T-Rex! ??
I’ll look into it, just in case… !We’re your silent audience, Schmackbolzen!
Well… OK, as you know, I’m not the silent type.
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Yes, I noticed
There seems to be a freeze bug which some of you might have noticed. I noticed it last week while converting all our battleships. There was one model which was impossible to convert. I will try to fix the remaining bugs and release a new version. I can’t say when this will be since I have to find the causes first.
Also I decided to leave the BSP tree issue to be fixed for later (which is the cause some more complicated models do not collide correctly) and try to include multipart first, since this seems to be the most wanted feature right now.
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That’s great news, Schmack, thanks for your continuing work on this.
I have a question to throw out here now, though, ever since the use of this .sur creator has anyone noticed that their turret hitboxes no longer register hits?
Or in other words, that the turrets no longer detect projectiles or collisions while attached to a model?
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@Sushi: I never checked this. If you are absolutely sure (means that you can reproduce that on all your models), then i will have to include real geometry for the weapons, thrusters etc. For now I just insert the hardpoints crcs into the .sur file to prevent crashes, but in the vanilla .sur files there also is real geometry for them.
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Schmackbolzen wrote:
@Sushi: I never checked this. If you are absolutely sure (means that you can reproduce that on all your models), then i will have to include real geometry for the weapons, thrusters etc. For now I just insert the hardpoints crcs into the .sur file to prevent crashes, but in the vanilla .sur files there also is real geometry for them.Ya, I’m getting Adoxa to help with this problem, too. But that would be great if you could possibly include that for future updates.