.obj -> .sur converter
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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 ācredits madnessā 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).
Thatās 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 Iām getting older and donāt know how long more I will live waiting for this perfect sur tool. :pint:
And I donāt want it to be on your conscience for the rest of your life that I died waiting for you.
And I donāt know what is the next more scary and scaly and hard-skinned animal after the crocodileā¦??
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Well it took roughly 6 months to develop the tool as it is now so donāt 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, youāre too furry and cuddly, old pal!
Besides, I wouldnāt 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 weāre āan itemā!
Maybe a T-Rex! ??
Iāll look into it, just in caseā¦ !Weāre your silent audience, Schmackbolzen!
Wellā¦ OK, as you know, Iām 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 canāt 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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Thatās 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, Iām getting Adoxa to help with this problem, too. But that would be great if you could possibly include that for future updates.
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OK. So this is a video showing the problem. The first video is with the old hitbox we custom made (took forever) for the ship. Turret hitboxes were applied appropriately. The second part of the video is with Schmacks amazing new hitbox maker with our old hitboxes for the turrets.
http://www.youtube.com/watch?v=NDe2_fqLhmU
You can see the projectiles no longer register. This issue is ubiquitous in the mod. Would be great for someone else to confirm this issue, though.
Adoxa applied the turret to the .sur like youāre suggesting, Schmack and it worked. So, ya, when you can work on the hitbox exporter, that would be awesome
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Well I guess then we know now what the HP geometry in the .sur files is for: To further speed up collision detection. I have an idea how to include it, I will try to implement it in the next version.
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Schmackbolzen wrote:
Well I guess then we know now what the HP geometry in the .sur files is for: To further speed up collision detection. I have an idea how to include it, I will try to implement it in the next version.Awesome, Schmack. Thanks for everything thus far. Get to it when you can, no rush
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Pretending for a moment that i know nothing about sur files (which i donāt) and cooing like a pigeon when LSās sur builder and now Schmackās utility came out for making surs, can someone explain to me in laymans terms why the turret hitbox is needed.
From my perspective, if a custom turret model has itās own sur, like in vanilla and many custom models, (i make a point of having custom turret models where possible), surely the fact that these models have custom surs and are therefore independent of say a base or capship sur, means that they should work as they are seperate from each other?