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Re: .obj -> .sur converter |
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Good stuff guys.
I also uploaded the correct ConvexTool, on the other thread. I am still unclear if the converter adds the "_lod1" suffix to sur parts? Just about to do some testing.
Posted on: 2011/12/31 13:19
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Re: .obj -> .sur converter |
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No, you must have the _lod1 in your obj file. The Converter adds nothing.
Posted on: 2011/12/31 14:16
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SUR Tutorial Beginning
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Re: .obj -> .sur converter |
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Right, yes I just saw that.
It's probably better this way, because the Convex Tool adds "_convex" or "_lod1" for the modified version, so this will distinguish the convex parts from the originals in MilkShape until they are deleted. I've modified my earlier post to correct it.
Posted on: 2011/12/31 19:07
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Re: .obj -> .sur converter |
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Skotty, Schmack:
I am getting great surs, but I'm still not clear on how to use the group checkboxes, can you help please... - I always check "Hardpoint" for hardpoints, of course. - I always check "Static" for every group. - I have not needed to make moveable parts yet. - I don't attach any group to another because I think this is to be used when I need to make a complex non-convex sur shape in a single part? I have not needed to do this yet because there is no 18-part maximum limit. - If I remember, you mentioned that if nothing is checked for a part, that part will be attached automatically to "Root", so if none of the parts have a check then this will result in a single-group sur file, all hits going to root? Is this all correct, or do I really still not understand? One more question please: I have tried, but I still didn't understand the first option checkbox: "If maximum depth of a gap in connected triangles is not greater than x.x, use convex hull, else splice connected vertices". Heheh - this is pogrammers' talk!! The negative expression doesn't help me, nor does mixing triangles (faces) with vertices... I've tried using it but couldn't see differences, probably because I don't know what I'm looking for and used the wrong test shapes?Does this mean: "If the distance between two faces is more than x.x units, then merge the vertices for both faces (delete the two faces), but if it's less, use the convex hull function"?? If so, why please, I don't understand the reason? I would have expected the opposite? An example model would help for this please if you can? Thanks guys.
Posted on: 2012/1/17 11:39
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Re: .obj -> .sur converter |
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Quote:
Seems correct to me, although I can't say much to the attached groups, maybe Skotty can help here. Quote:
This is not easy to describe. Maybe you can come up with a better description for the checkbox. Basically you have to imagine that the converter looks in each group for connected triangles, that means some sort of shape. Now if this shape is determined not to be convex it tries to determine if there are any gaps in it. E.g. if you have a sphere cut in half the gap will be where the cut is. The maximum distance from the triangles inside to the plane which lies over the gap is the value you enter into the textfield. If the distance is smaller, the convex hull is being used, which means the gap is being closed and you get half the sphere with no opening. This is useful to reduce polygon count in cases where closing this gap does not matter for the collisions (e.g. you don't need to fly into the halved sphere). I hope this explains it ![]()
Posted on: 2012/1/22 11:18
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Re: .obj -> .sur converter |
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Quote: - I always check "Hardpoint" for hardpoints, of course. The third point is not right: The attach means you are able to parent a group to another group (instead to root). So just set this if you want to parent a group to another one. With that you would be able to create some kind of group-chain, like a train where every wagon is a group and the locomotive is the root.
Posted on: 2012/1/22 13:20
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SUR Tutorial Beginning
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Re: .obj -> .sur converter |
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Quote:
Putting it as a last groups, connecting them like u said and marking them to be animated crashes the converter. I am aware that its not suggested for player ships but wanted to see if on npc ship that can be animated.
Posted on: 2012/1/22 15:57
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Re: .obj -> .sur converter |
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Well since that was a testcase we used we know it works. It would be helpful if you could post your .obj file and a screenshot of the configuration. You also can check static since FL behaves differently when you attach groups to each other. Also animation on players only work well with static groups (the name is misleading but the contradiction comes from FL here).
Posted on: 2012/1/22 17:05
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Re: .obj -> .sur converter |
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Thanks guys, I will try to make some test models when I have time to determine the results and I'll get back to you.
Posted on: 2012/1/23 1:09
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Re: .obj -> .sur converter |
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This is my tryouts!
Still I didnt started animating them with vodka's MS tut. Ma aim is HIGH! A lot of animation I want to make! - Head, Tail and Wings to bend - Legs to stretch ( maybe also to fart! ^^ ) For start I would be happy if I can have animation on head and tail. Second setting produces valid sur (first is I know maybe wrong). And one more I need! As Im out of luck to make proper wireframe, possible from the attached .obj file to make one simple and transfer it trough UTF editor in original CMP? Must be a way to somehow place 10-15 cubes for groups as wireframe.
Posted on: 2012/1/23 9:08
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Re: .obj -> .sur converter |
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As Skotty wrote in the tutorial there seems to be a bug if you make the moveable parts not the last groups. Try moving the HpTorpedo01 group above the tail and head groups you want to make movable. I will try to fix it as soon as I have time (which wont be before mid march).
Posted on: 2012/2/8 13:48
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Re: .obj -> .sur converter |
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Like this? Same thing.
No rush, its not that important, main thing works. Also, if one of parts is missing (like one wing), animations doesn't work for rest.
Posted on: 2012/2/9 10:34
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Re: .obj -> .sur converter |
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I was wondering if anyone was having similar issues:
When other ships, (players or NPCs) collide with the .sur there's occasional freezing of the screen (for some lasts 1-2 seconds, other it's 10-20 seconds). Sometimes, though, there's crashing. I've used the latest version of the obj--> sur tool, so that's not an issue. I put HpMount hardpoint on all the ships (or the wireframes don't work). That's it for hardpoints, though. I just don't know if it's a problem the way I'm making them OR if it's just something in the obj-->sur tool. I'm hedging my bets it's on me, though. ![]()
Posted on: 2012/4/21 18:05
Edited by Sushi on 2012/4/21 18:13:34
Edited by Sushi on 2012/4/21 18:44:03 Edited by Sushi on 2012/4/21 18:44:45 |
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Re: .obj -> .sur converter |
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Yep, my fault. I redid the weapon .surs and the lag is gone.
Posted on: 2012/4/21 20:54
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Re: .obj -> .sur converter |
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I had problem with O-shape sur's, they work incorrectly, frequently it is possible to fly through by surface from inside of the object. How to a fix them?
On screenshot I have represented preparation of sur from 12 groups. I have made much grouped sur's for the ships, they work normally.
Posted on: 2012/11/3 14:53
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The negative expression doesn't help me, nor does mixing triangles (faces) with vertices... I've tried using it but couldn't see differences, probably because I don't know what I'm looking for and used the wrong test shapes?
3MAJ-SUR.zip

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