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CMP to SUR Conversion Tests
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Re: CMP to SUR Conversion Tests |
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Quick question from a SUR newb:
Would the creation of a utility for triangle-by-triangle conversion create too memory intensive a SUR for practical use? I only ask because of how vanilla SURs possess just as many polygons as the actual ship model, creating a 100% seamless fit for hit and collision detection.
Posted on: 2/2 16:33
Edited by Arvis Taljik on 2010/2/2 18:44:23
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@ Arvis - that actually is not a good idea. For one is the concavity issue, another is the poly count. When I was working on the original version in 2008 i did exactly that. It killed my frame rate and if I shot the ship the server and client CTD...
As it is being built now, it generates a convex mesh for each sub-mesh in the model. Each mesh is actually based on the texture. Multiple textures, multiple meshes. As far as others have discovered, only the root sur has to be convex. This means that once I get the initial test version of the program going I will start working on Delaney triangulation. As it stands now a convex hull can't be used for a tradelane since it has holes in it. That is what Delaney triangulation would solve since it would help build a form fitting sur hull.
Posted on: 2/2 20:00
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When I said "triangle-by-triangle" I was speaking of Delaney triangulation.
Essentially I was asking if having the converter split each triangle into it's own surface (meaning NONE of the verticies are acutally shared between triangles, essentially tripling the number of verticies in the model but the polycount remains the same) would cause haneous lag when hits and collisions are detected.
Posted on: 2/2 23:11
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Quote: I only ask because of how vanilla SURs possess just as many polygons as the actual ship model, creating a 100% seamless fit for hit and collision detection. As far as I'm aware, this isn't true for vanilla SURs; vanilla SURs are much, much simpler than the ship models. On a more practical note, will this utility directly create working SURs that, in theory, should work indentically to vanilla SURs, or will it simply be a model that we export from Milkshape? MK
Posted on: 2/3 2:26
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@ Arvis - that is possible but undesirable, too many sur polys for most ships
@ mknote - it creates a sur
Posted on: 2/3 3:08
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Then I guess my second question/assumption/issue would be:
If we follow identical naming conventions, would it be possible to build a sur from a "dumbed-down" model of our ship (built from simple geometry with no concavities) and have the SUR function given that all model objects have identical names? OR Following the same idea, would all the objects be compressed down to the "ROOT" with only that single object in both the SUR and the CMP? (If that confuses anyone, I apologize in advance. I'm a veteran FL modder but VERY new to the SUR arena.)
Posted on: 2/3 17:56
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@ Arvis - if you want to do that simply use the sur exporter in Milkshape, it will do exactly what you are asking about...
I am posting here that I have successfully built a fully working single hull sur file based off of a cmp model. I have also successfully built a routine to calculate the scaling value in the bits section (aka the color value). Code:
Posted on: 2/7 3:07
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Does this mean we can marry you now?
Posted on: 2/7 13:17
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I'm afraid Darkness would have something to say about that.
Posted on: 2/7 19:40
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Posted on: 2/8 5:56
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Posted on: 2/8 6:06
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Love is in the air lol
Posted on: 2/8 10:17
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* My Blog - view and download all my models* * Miner Wars - Destructible Universe *
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I could stare at that all night....
Posted on: 2/8 11:41
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![]() http://freexlr.forumotion.net - FL-XLR MOD http://www.smfweb.com/forums/MERCHQ - [MERC] |
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ST drooooooolllllzzzz silently in the dark corner with one eye on Darkness, the other on LS, the next on everyone else... and the last one scanning the dropzone ready to pounce on the beta release as soon as it's dropped...
His straggly wispy white beard now 15" longer and 15 shades whiter on the Tide Scale... ![]()
Posted on: 2/8 23:25
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Wow. Incredible, LS. Congrats on this accomplishment!
Posted on: 2/9 2:39
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