.obj -> .sur converter
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Downloaded the sur converter, opened MS3D, imported a ship cmp, exported as .OBJ. Was kinda confused when I fired up the converter but common sense always prevails. Left the 1st block at 5. Checked the 2nd and 3rd. Typed in the HP’s for the ship, hit go.
The sur it spit out looked beautiful, but kinda large, about 140KB….
So I fired up the dev server, launched FL, undocked. To my delight, no crash!! No server errors, no spew errors. Fired up 2nd pc and began shooting the hell out of it. Registers gun hits, missles and torps, flawlessly. Unmounted my shield and bumped it about 100 times, still going. I have seen the same behavior with single group surs I made using sur builder. They worked great just shooting at them, but under stress test about 18 out of 20 I made using it crashed between 10 mins to an hour.
I shut down the server, set zone to spawn 30 npcs and let it run. 2 factions both flying the same ship with the new sur, and a base shooting at them both. 2 hours now, no crash.
All I can say is EXCELLENT WORK!!!
The only problem I saw was the memory leak. Oh and since my girl has been out of town all week, she will want to kill you when she gets home today as its now 6:30am and I been up all night playing with sur files…
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Thanks! It’s nice to read that you guys are satisfied Spend enough time testing to make sure everything is working ^^
As for the memory leak: Yes it is annoying. Either I did not notice it because I used rather small models for the testing most of the time and it was always there or it slipped in in the last days. Gonna have to look into that and fix it before anything else…
There will be some performance speedups after that, I optimized first the general algorithms but there are still some tweaks left because I wanted the functionality first. The slowest part seems to be finding connected triangles, that’s why it takes so long on larger models.
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Beta 1.1 is available now. See first post.
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Found two more bugs, v 1.2 is now available. I am testing large models now, maybe more to come ^^. See first post for details etc.
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I think I found all the bugs in tree generation now. Also did some speedup. BETA v. 1.3 is now attached in the first post. If there are still problem e.g. where you can fly trough geometry please post here.
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schmackbolzen, can you extend your sur program with the option to make sur for 3db-s also (the 3db sur don
t have root group , it
s replaced with 00000000 instead of 2D8F6812).
It could be a box checked for example .
Those types of sur are used in all space scenery objects (asteroids) and it`s annoying to replace every time with the hex editor. -
Schmackbolzen:
Very good results so far. Here’s my Avioki capital ship in space dock, with a new sur I can fly through all the gaps including the rear boom “nugget”, and collide with all body parts as it should. I was unable to fly through any body surface.
Good work, thanks.
Looking forward to the next step.
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I’ve a problem with you tool, I open a cmp to obj model, I say 15 use convex hull,… I click go and the tool says invalid file name.
vulkorasdesolator.obj is the file name, what can I do. -
Wow! You think I’m so idiot… ( No of cours, I’m kiding) I export at wavefront obj exporter, so it can’t be aan error from me, I will test somthing els to solve that.
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StarTrader wrote:
Schmackbolzen:Very good results so far. Here’s my Avioki capital ship in space dock, with a new sur I can fly through all the gaps including the rear boom “nugget”, and collide with all body parts as it should. I was unable to fly through any body surface.
Good work, thanks.
Looking forward to the next step.
can you detail how your cmp is done please ?
multipart ? exported with the 0.21 or 0.3 exporter ? -
It works, just an error of manipulation.
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Freestalker means it was “Finger Trouble” - we all get it.
Hi Mirkha. It’s multi-part, 23 groups. I’ve attached it for you and anyone else who wants to see it, with its new sur and the .mat file.
The “nugget” ( actually I should call it “doughnut” ) is made in 4 parts - top, bottom and 2 sides. I could have made it in 6 or 8 parts to be more form-fitting, but it’s good enough.
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Ya, I was able to do something similar with a ship in FW:ToW. My only concern was the shield bubble. Is there any way to remove that or make it form fitting?
Otherwise, it’s a fabulous tool!
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cata123 wrote:
schmackbolzen, can you extend your sur program with the option to make sur for 3db-s also (the 3db sur dont have root group , it
s replaced with 00000000 instead of 2D8F6812).
It could be a box checked for example .
Those types of sur are used in all space scenery objects (asteroids) and it`s annoying to replace every time with the hex editor.Yes its already included but not in the GUI since the last time I tested the .sur file did not work at all. Gonna have to look into that, because a lot has changed since then.
Sushi wrote:
My only concern was the shield bubble. Is there any way to remove that or make it form fitting?Shield bubble? There is no such thing. Are you talking about my converter?
Concerning the rest: It’s nice to read that it seems to be working for now. I will try to fix the last errors in the next days and call it version 1.0 without beta, so that I can start the next version someday soon (assuming no further bugs being found)…
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Really? Then what’s the shape surrounding ST’s model? I see the form fitting sur but there’s a larger all encompassing part of the .sur.
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w0dk4 wrote:
Schmackbolzen wrote:
If you view the converted geometry there is always a convex hull around everything! This is needed for collision detection and you will not collide with it!
OH! I didn’t get that. Good to know
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This is what we called the “Shrink wrap” - Sur explorter does this, and it is present in the vanilla surs for warships. Only fighters have the shield bubble.
When we export the sur parts to use with sur splicer, there is no “shrink wrap” around the ship at all.
I don’t know if this “no shrink wrap” is needed for anything? Bases or scenery for example?