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May. 25, 2013
The Starport Forum Index > All Posts (BBalazs)

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Re: 3D Model Showroom
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Hi Jason, nice to see you around. I'm one of the more lurking, occassional people around here. Just thought I'd add a quick thought that I've been using your light fighter (3rd image) quite frequently as a test ship for a long while. I really like that model. It's nice to see you around.

Posted on: 2012/3/9 20:46
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Re: CMPs with over 18 parts
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Well, I've been fooling around with this for, well, years by now, so I guess I'm going to ask you to help me out directly, for I guess I'm out of luck.

I've been looking for a way to get planetary surfaces into FL in an actually working manner. Visibility problems can mostly be solved by adjusting some values in the EXE, but I've mostly been out of luck with the surface file. I've been looking for a somewhat reliable automation for planetary surface creation, so it might not be 100% form fitting, but getting it to work would be a good start.

If any of you can get this working for me, and tell me how they did it, I guess I'd owe you all a cake or two.

And just so that I'll give something in return as well:
An excellent toy to play with - Hierarchical Approximate Convex Decomposition.
https://code.google.com/p/hacd/
Go to source and do an svn checkout on the address provided (using for example TortoiseSVN). You will get a working application.

Well, here is the topic of my years-long despair:
http://dl.dropbox.com/u/34513151/Terr.zip
Any help appreciated

Posted on: 2011/12/19 7:21
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Re: CMPs with over 18 parts
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Only 7 materials, but note that by ~70 parts I meant ~70 groups in milkshape.

Once exported to cmp as single-component, it will only contain one VMeshRef - the Root.

But, as a sur file, there is a convex hull generated for all ~70 parts, so in the end, you get a sur with ~70 convex shapes, all attached to a single cmp part, the Root. The thing works - only a few parts don't seem to register collission.

Posted on: 2011/12/17 11:40
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Re: CMPs with over 18 parts
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Thanks for the info, I'll search the forums and see if I can find it.

Also, I've been making a test run - as it usually happens with sur files, I got unlucky in the end. Here's what happened:

I have a complex 3d model (about 70 separate groups in MilkShape). I thought it'd be a good testing model.

1)
Exported as single-component 3db
Ran ConvexTool, done everything according to the tutorial, except that I named every object "Root"
Exported as OBJ, ran OBJ-SUR converter
Checked the 3db option (assign to None), checked Static for every group
Sur file created.
Test: Everything is fine, except absolutely no collission detection.

2)
Exported model as CMP, added HpMount manually using HardCMP (without HpMount, the model won't appear in-game)
Re-built SUR file, this time without the 3db switch. All objects are assigned to Root and all are Static.
Sur file created.
Test: I do get collission detection on -most- parts, but not all of them. In HardCMP, every sur part shows nicely.

What could it be? The mesh contains some identical parts (cylinders), and on most of them, collission detection works fine, but on others, it just won't. Could it be ConvexTool making an error somewhere?

I do admit this is a complex model, but I wanted to see if it's worth toying around with odd models for scenery. Note that I don't want docking, animation, only a complex scenery object with collission detection.

Posted on: 2011/12/17 9:51
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CMPs with over 18 parts
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I'd like to ask if there is any way to get past the 18 parts export limit of the conventional CMP Exporters. I'm a bit lost when it comes to exporting tools, I think quite a few excellent utilities came out since I last checked. Even exporters for 3dsmax might do, if they can get past this 18 parts limit.

I'm aware of an old CMP-splicing tutorial by Sushi, but that uses multiple VMeshData entries, and he primarily used it to get past polycount limits. If you have, say, hundreds of parts, manually ediitng all VMeshRef entries is sort of out of the question.

Some time ago I had the idea of using 3db files. Is it correct that you can export a 3db file as single-component (Root) and have multiple sur parts point to the same 3db root component?

It's merely about getting collission detection to work on an extremely complex shape, destructible components are unnecessary.

Posted on: 2011/12/17 8:35
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Re: Hungarian(Magyar)
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Akkor még a Type-ot fusd át, hogy az is megegyezik-e. (Asszem Type-nak hívták).
Ott ellenőrizd le, hogy milyen módon van kezelve az üveg. Egy normális áttetsző textúra DcDtOcOt-t kell, hogy kapjon, de mivel az üveg nem textúrázott, csak egy szín és egy átlátszóság, ha jól emlékszem, DcOc volt a Type-ja, de ezt ellenőrizd az eredetiből.

Posted on: 2011/10/19 7:13
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Re: Hungarian(Magyar)
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A hajóhoz tartozó .mat fájlban (eeh.. li_ships.mat asszem?) a Material library alatt keresd meg az üveget és ellenőrizd hogy legyen neki normális Oc node-ja is. Az kontrollálja az átlátszóságot.

Vagy csak másold át a li_ships.mat-ot a CD-ről. Asszem a telepítési fájlok vagy külön elérhetőek, vagy a telepítőt meg lehet nyitni WinRar-al, de tévedhetek.

Posted on: 2011/10/18 21:33
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Re: Hungarian(Magyar)
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Ha jól emlékszem, bár ezzel a részterületével az FL-nek nem foglalkoztam, a kurzor maga egy 3D-s modell, amit te látsz, az a textúra, ami rákerül (és végső soron csak a színét, nem a formáját adja).
Gondolom én: a "hagyományos kurzor" egy világoskék részletet kap, annak saját modellje van. A "célzó" kapja a piros részt vagy a zöld részletet, a fekete-fehér alpha channellel (sztem az a kurzor csak egy sima négyzet-modellre vetített alphás textúra, azt közvetlenül is tudod itt módosítani).

Ezen a ponton viszont tévedhetek, mert ezzel a résszel kivételesen tényleg nem foglalkoztam.

Posted on: 2011/10/18 7:10
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Re: Hungarian(Magyar)
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Pontosan, az Alpha Channel kezeli az áttetszőséget. A starsphere-ek ha jól emlékszem valami spec shadereket használnak, direkt azért, hogy elsímítsák az olyan éleket, amik a képen látszanak (ha importálsz egy starsphere-t mondjuk 3ds max-ba, és csinálsz egy rendert, akkor látod, mire gondolok).

Photoshopban a legkönnyebb módja egy egyszerű alpha channel létrehozásának (ha még nincs)

Kijelölöd az egész képet, ctrl+C
Alul, ott ahol a layers (rétegek) vannak átváltasz a channelsre (csatornák)
Annak az ablakocskának az aljában látsz egy olyat hogy save selection as alpha channel.
Átváltasz alpha channelre, Image -> Adjustments -> Levels (ez a "szintek"
És állítasz picit rajta hogy a fehérek erősebbek legyenek valamelyest.

Mentéskor:
DDS esetén: DXT5 Interpolated Alpha típus (ez biztosan működik...)
TGA esetén: 32 bit legyen, ne 24. (Minden színcsatornát 1 bájton tehát 8 biten tárol; Vörös 8 Kék 8 Zöld 8 + Alpha

Posted on: 2011/10/7 4:55
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Re: Hungarian(Magyar)
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Nézőpont kérdése, a DDS-nek is megvannak a maga korlátai. Persze, textúrázásra nagyon jó formátum - hiszen arra találták ki.

Posted on: 2011/10/6 16:27
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Re: Hungarian(Magyar)
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Ha tényleg ezzel lenne a gond, akkor:

UTF Editor, Texture Library:
MIP0-tól MIP8-ig minden bejegyzés különböző mipmap-szint, MIP0 a textúra legmagasabb felbontásban, MIP8 pedig a legalacsonyabban.
Talán a legegyszerűbb amit tehetsz, hogy törlöd 1-től 8-ig az összes többi MIP-et, hogy csak az maradjon, ami neked kell.

Viszont átalakíthatod a képet DDS-é: akkor azt importálod, és átnevezed a MIP0-t MIPS-re (lehet, hogy tükröznöd kell majd a textúrát).

Posted on: 2011/10/6 5:25
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Re: Freelancer Mod Studio - 0.9.7 released
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Hooray
I believe many people have been enlightened by your post, even those that don't really give much feedback, like me. Thanks for the update!

Posted on: 2011/8/28 8:06
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Re: GE Vegetation Test
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Looks pretty good!
I wonder if some simple shadow for the plants would put a massive strain on the engine - nevertheless, it'd add a lot to the feel of it.

Posted on: 2011/1/26 19:59
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Re: Budu_Kratok's devel :)
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That's odd. Legal issues?

Posted on: 2011/1/10 7:26
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Re: Shrouded worlds problem
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And if Shrouded Worlds is indeed like Nomad Revenge, there will be a trade lane leading to the gate from one of the gas miners. Check your nav map.

Posted on: 2010/12/19 15:26
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