.obj -> .sur converter
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Actually one here wrote that he only used 3 (?) HpID names and had no crashes. Thus just leave the weapon slots out and you get your hits. If more can verify that I can add to my first post which HpID Name(s) you need to avoid crashes.
P.S.: From my vast (^^) experience as FL Server Admin for our mod I am used to people not responding etc. Most of them keep quiet until something is wrong. Only the minority thanks you for your work (which is always good to read). Also I don’t take posts to personal/serious since one most likely will not understand the written text as the other had meant it. This always leads to stupid fights in our forums until it is solved later via Teamspeak…
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I can confirm that, at least so far, just using a handful of HpIDs (no weapons), we have had no crashes, perfectly working SURs and hit detection on weapons. w0d has theorized that the weapon hardpoints may be used to speed up collision detection for weapons; a good thing to have, but not essential. This sure makes sense if you look at how they’ve been behaving so far.
ST, I’m tired of your incessant rants on the subject. Anything you’ve said in your past 10 posts, you’ve already said too often to count. You want it. WE GET IT. Now stop polluting the forums with this and do something productive. If your post(s) had been about thanking Schmack and asking for progress, I wouldn’t have minded, but you have to slander, bullshit and insult other people along the way and that I can’t accept. Stop it or there will be consequences.
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Well, here’s a minority thanking you for your work Smackbolz. DiscoveryGC 4.86 is coming along smoothly on the modeling side, and most non-multipart models have been given a new, tight-fitting SUR using Milkshape and your tool.
We’ll hold off with the dockable and animated ones that still need a better fit, until your tool has functionality for that. Old clunky spliced surs until then - just means you can’t use many parts.
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AeternusDoleo wrote:
We’ll hold off with the dockable and animated ones that still need a better fit, until your tool has functionality for that. Old clunky spliced surs until then - just means you can’t use many parts.Actually, you can create hitboxes with unlimited parts. Tutorial his here: http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=2017&forum=26
If the video isn’t there I’ll upload tomorrow.
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Schmackbolzen - please contact me via PM if you would like to, I am tired of these argument-hunters. They can give out piss and sarcasm but can’t take it. I am only interested in your development of this tool, if you can then I will be delighted, if you can’t then I understand. Many thanks as always.
StarTrader wrote:
Hi SchmackbolzenThe holidays are in full swing as far as I know, and hopefully you are enjoying your free time too.
If you will continue with the converter to make it multi-group, and maybe add the basic hardpoint shapes that the original exporter already puts in (but this is not essential for this converter as long as the HPIDS are included), then you will have two dedicated and grateful fans.
Only 2, because clearly nobody else is interested, no-one else has said so here or anywhere.
So clearly they do not want it and will not use it even if you do complete it.
As you know I have been criticised by several members for being selfish in asking for it before, since nobody else really wants it, so it is only for me and now Ezekiel also said he wants it.
Nobody else said they want it.
Not FF, not W0dk4, not the Discovery developers, not any other team developers, and not anybody else either.
So nobody else needs it.
Not for their current mod, and not for any future mod either.
So this means all your work will be only for me and for Ezekiel.
Yes, I am rubbing their faces in it.
So I have an idea - I might be able to pay you a moderate commission to develop it only for me and for Ezekiel, since nobody else wants it.
In this case of course, you and I will own the rights to the converter, and I will not release it to anyone else, only to Ezekiel, under a no-distribution agreement, and I will ask you to not release it to anyone else without my permission too.
But if you do not want to continue with it in the next month or so, then no matter - but please say so now, so that I don’t continue to hang around waiting any more.
After all, only I and Ezekiel really want it.
And my need is for my personal use only.
So I await to know if you will continue shortly please.
I know that when the next term starts (or if you start in a job) you will not be able to work on it.
Many thanks.
Why would anyone develop anything if they don’t see adequate support for it?
This is what I wrote. Yes I prodded and poked a bit, to encourage the others of you silent ones who are also waiting to say so.
The antagonistic response of some of you was ridiculous.
Incessant? Since when? And I am not the one to be accused of slander, FF. Go read.
You have developed a habit of responding badly to me, no matter the subject. This is biased and immature, I don’t care if I am in your “bad books”, you have a really bad attitude problem not only with me but also with several other people and it is unwarranted, and it’s all yours to grow up and resolve. Stop threatening that it’s your server and that there will be repercussions, this really is childish.
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ST you can sepparate the sur into multiple groups manually with a hex editor if you really need to make the multi-part sur, its a little more time-taking but will work (i made for a 2-part turret, when the sur builder failed to make the 2 parts properly).
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Thanks Cata123, I know, and there are of course other ways to do this too.
But we need a tool that will do all of this, because of the time the other ways take.
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Since using this sur maker, I’ve come across a error that I don’t understand. When ships run into each other, there is a large amount of lag or the game crashes all together. The same happens in mission against the ships. Here they are if someone would look into it for me. Note: They use vannila weapons.
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Alucard, do your surs use the Hpid hardpoints section? If so, you’ll need to remove them or you get that lag you’re describing. FW:ToW had a similar problem.
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No, he is not using the section. I was about to recommend the opposite, like Gibbon posted to add HpMine01, HpCm01 and HpThruster01. The question still is, which HpId is needed to avoid crashes, which is the whole purpose why I added this feature for now. The goal still is to read them from a .cmp and add the corresponding simple geometry.
You also should test collision for each ship with a vanilla ship (if you have not done so yet) and report back. That would make things easier to pinpoint.
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Schmackbolzen wrote:
No, he is not using the section. I was about to recommend the opposite, like Gibbon posted to add HpMine01, HpCm01 and HpThruster01. The question still is, which HpId is needed to avoid crashes, which is the whole purpose why I added this feature for now. The goal still is to read them from a .cmp and add the corresponding simple geometry.You also should test collision for each ship with a vanilla ship (if you have not done so yet) and report back. That would make things easier to pinpoint.
These are cap ships, so they don’t have a mine, thruster, or countermeasure. I am not following on “The goal still is to read them from a .cmp and add the corresponding simple geometry.”
Here is what I have done.
I have ran/shot into them with a vannila ship. Full collision, no problems there. They move fine till they run into another ship using a sur from your builder. They vannila shoot at them fine as well. I have made more surs for fighters and have the same problem.
I’ll try and add the hpid’s to the sur builder for the fighters, but for the caps, I kinda lost on what to do.
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The point Sushi was making is that you should only add HpMine01, HpCm01 and HpThruster01 (obviously numbering as many as required if you have more than one of those). Adding others was the cause for our lag issue at least.
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Only final tests and some minor stuff / fixes are missing.
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Thank you Schmack, very much appreciated.
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Woo! That looks epic!
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Shiny