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October. 19, 2017
The Starport Forum Index > All Posts (cata123)

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Re: Major fail on star infocards...
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Not to mention the scale of them, comparing with the planets.

Posted on: 5/16 21:15
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Re: Sur position problem
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This is even weirder. I tried to export sur mesh as obj with 3dsmax, and i saw it didn't export with dot as name, like door03.rev exports as door03_rev and noticed later, when sur was invisible, don't match name in sur with cmp model.
And in UTF editor it showed perfectly matched:

Open in new window

So I changed just the mesh name inside sur with hex editor.
After I put names correclty I checked again the sur, and surprise:
This is how the sur look like:

Open in new window

And I didn't modify any of vertex coordinates.

Posted on: 5/1 12:49
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Sur position problem
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Hello. I remade some of the station models and added animation doors.
But when I convert it from obj to sur the moving surs don't stay where the obj mesh is located like in this picture:

Open in new window

There is the model opened in the new UTF editor.

And here is how the docking bay surs stay.

Open in new window

In OBJ-SUR converter, here is how the meshes look.

Open in new window

To mention that i tried to put object center to 0,0,0 too, to automatic, add root mesh as "static", moving parts belonging to root, but this is the best result so far.
Why those doors stay like that, any ideas ?

Posted on: 5/1 7:46
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Re: .obj -> .sur converter
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I have already the Max plugin. But why not see how this one works ?

Quote:

FriendlyFire wrote:
FBX being the most likely candidate), but until then 3ds is still better.


Why not blender .blend. 100% free, open source and you can do everything that you can do with 3ds.

Posted on: 2016/6/8 21:16
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Re: .obj -> .sur converter
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Quote:

Jolly_Roger wrote:
I'm writing a command line converter in C++, which using more model fixes, and .ini files for best usability.
Now supports - import from .cmp/.3db/.mat/.ms3d, export to .cmp/.3db/.mat.
Also, i’m need for fully correct .sur files, i’m working now for this.
I would like a good understanding, for what is needed and how they must be made the opposite triangles, for create correct code.

It's better than ms3d-s cmp exporters ?

Posted on: 2016/6/8 14:15
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Re: VSync issues in Windows 10
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Another solution would be virtualization. Running in a Win7 virtualized should work very good.
You can try VirtualBox or VMWare.
Really didn't know Microsoft made such major changes in Win10 (i know, tablet and laptop or desktop running same OS with similar performances), seeing second person that complains about compatibility to FL, I'll think more about an upgrade.

Posted on: 2016/5/9 11:51
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Re: VSync issues in Windows 10
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Well you must edit the values at those offsets in a hex editor.
Anyway i uploaded common.dll from Freelancer folder/EXE/ for the game version 1.1 (i presume you have already this version).
Just replace the one you have with this one (make a backup for safety anytime). Its edited with a 60 fps instead of 200 default.

Attach file:


zip Common.zip Size: 730.60 KB; Hits: 125

Posted on: 2016/5/8 19:30
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Re: VSync issues in Windows 10
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With hex editor - 010 editor or whatever you like.

Code:
common.dll 01A74C 200f = maximum FPS PART 1 ~adoxa
common.dll 01A892 2CB239->0x4CA727 = maximum FPS PART 2 ~adoxa


Also you might wanna look at foxunit01's collection of offsets that would enhance your gameplay. You find full list here

Posted on: 2016/5/8 15:20

Edited by cata123 on 2016/5/8 15:29:29
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Re: use_animation = Sc_fire
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Awesome !
But why now ? It's strange. This problem was at least by some years.
Amaizing work Adoxa !

Posted on: 2016/5/8 15:13
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Re: ship death causing server crash
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Did you tested by commenting all the ship parts and comment out each one by one after ? Also same for collision groups.

Posted on: 2016/4/16 0:51
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Re: Legacy Mesh Collection
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The pack contains the ship you post from 3d showroom ?

Anyway thanks !

Posted on: 2016/4/14 17:13
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Re: All Freelancer Ship/Weapon Models in Unity
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Quote:

FriendlyFire wrote:
Quote:

cata123 wrote:
The Freeworld mod guys promised some years back that overhaul if i remember right, but they changed their mind i think, you see even the bread costs...


No we didn't. We even said that vanilla Freelancer's stuff would be hard/impossible to use with our stuff for various reasons.


Well nothing is hard/impossible but we understand the situation

Posted on: 2016/4/8 15:46
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Re: 3D Model Showroom
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Very nice models

Posted on: 2016/4/6 17:26
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Re: All Freelancer Ship/Weapon Models in Unity
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The Freeworld mod guys promised some years back that overhaul if i remember right, but they changed their mind i think, you see even the bread costs...

Posted on: 2016/4/3 15:36
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Re: Hey
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Hello there, welcome back. How's your Galaxy Empire project ?

Posted on: 2016/1/4 20:42
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