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There are currently 82 users playing Freelancer on 39 servers.
May. 18, 2021

Browsing this Thread:   1 Anonymous Users



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Re: Custom Ships and wireframes
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Normally a good baseline is to use your SUR's model as a wireframe. Using the actual model is asking for a jumbled mess of lines.

Posted on: 2011/12/23 2:53
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Custom Ships and wireframes
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The wireframes in those pictures in the other thread did use the SUR model. That's the sad part.

Posted on: 2011/12/23 15:25
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Re: Custom Ships and wireframes
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Then there are far more concerning problems than wireframes to address...

Posted on: 2011/12/23 17:48
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Custom Ships and wireframes
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meshes are triangulated while wireframes are lines, that is a significant difference which makes using one type for the other complicated. at one point i thought about making a wireframe tool that would let you build the wireframe lines by clicking on the vertices connecting them in a kind of 3d editor.

Posted on: 2011/12/23 18:12
The bar is where friendly people like to meet before they launch to space and kill each other. (Test)
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Re: Custom Ships and wireframes
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I believe (not 100% sure) that if you use w0d's exporter the wireframes use the actual polygons (of arbitrary number of edges) defined in 3ds Max as opposed to the triangulation of said polygons.

Posted on: 2011/12/23 18:34
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Custom Ships and wireframes
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Quote:

FriendlyFire wrote:
Then there are far more concerning problems than wireframes to address...


If you're implying that the SUR model was too complicated, it was 352 triangles and 212 vertices, and it still produced that mess.

That's why I dislike Dev's utility; it uses all the vertices in the model used and draws lines between all adjacent vertices, causing a mess of lines, instead of just doing an outline of the ship. Furthermore, if you use a simpler model for the wireframe, you have to load load that model into the CMP in addition to the model which is viable, which drives up the file sizes and is really aesthetically unpleasing IMO.

TBH, I can't think of a way to build a nice wireframe except by hand, unless someone designs a program where you can load the meshes, connect the vertices you want to be in the wireframe, and export it as VWireData.

Posted on: 2011/12/23 21:17
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Re: Custom Ships and wireframes
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Quote:

FriendlyFire wrote:
I believe (not 100% sure) that if you use w0d's exporter the wireframes use the actual polygons (of arbitrary number of edges) defined in 3ds Max as opposed to the triangulation of said polygons.


So then don't use Dev's util, use W0d's. It's what we use for FW:ToW, and it produces fantastic Wireframes for even my high-poly clusterfucks.

Posted on: 2011/12/23 22:05
"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: Custom Ships and wireframes
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Quote:

So then don't use Dev's util, use W0d's. It's what we use for FW:ToW, and it produces fantastic Wireframes for even my high-poly clusterfucks.


Sushi, could you link this program of W0d's?

Fus

Posted on: 2011/12/25 4:27
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Re: Custom Ships and wireframes
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That's Sizer.

Posted on: 2011/12/25 7:20
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Re: Custom Ships and wireframes
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Quote:

[RIP]Fusion wrote:
Quote:

So then don't use Dev's util, use W0d's. It's what we use for FW:ToW, and it produces fantastic Wireframes for even my high-poly clusterfucks.


Sushi, could you link this program of W0d's?

Fus


http://the-starport.net/freelancer/fo ... t_id=49778#forumpost49778

May I ask does the Pip3r's MS-CMP exporter produces same wireframe?

Posted on: 2011/12/25 10:56
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Re: Custom Ships and wireframes
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Unsure, I haven't been able to get it to work. Not only that, the new exporter allows proper smoothing of models. This is critical for proper normal/specular mapping process.

Anywho, this is a link to the 3ds Max CMP Exporter: http://forge.the-starport.net/projects/maxcmpexport

Here's a brief overview of how to use the exporter:
http://www.youtube.com/watch?v=hSd2jJnND1g

Posted on: 2011/12/25 14:37
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Re: Custom Ships and wireframes
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There is a problem with the LOD groups with the exporter right now, i noticed this about a week ago and have been trying to fix it since then with no luck at all.

Just by looking at the video again you should notice it yourself, there should be a new VMeshData for every LOD.

Each VMeshData should have less verts than the first, instead the exporter is writing the new LOD to the same VMeshData. Doubling the Meshes in it and also the verts.

Now I imagine this would be fine if it was actually writing the meshes with the lower poly and vert count to the VMeshData. But it isn't, it's duplicating the first LOD.

I thought at first it had somthing to do with the mesh splitting that i had added myself to the exporter or the rotation animation export. But i've reverted back to the original re-written version and it is the same deal.

Posted on: 2011/12/26 13:35
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Re: Custom Ships and wireframes
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Odd. I can easily view all the LODs in UTFEditor and it isn't showing the first LOD at all. In game, there's also a noticeable difference in the LODs and it shows all of the LODs I specify. Furthermore, with FW:ToW debugger, there's a decrease in the amount of polygons displaying on screen as I get further from the object.

Unless, I'm interpreting what you're saying wrong?

Posted on: 2011/12/26 13:47
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Re: Custom Ships and wireframes
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Quote:

SilentAssassin82 wrote:
There is a problem with the LOD groups with the exporter right now, i noticed this about a week ago and have been trying to fix it since then with no luck at all.

Just by looking at the video again you should notice it yourself, there should be a new VMeshData for every LOD.

Each VMeshData should have less verts than the first, instead the exporter is writing the new LOD to the same VMeshData. Doubling the Meshes in it and also the verts.


I know that most of the FL models are done in this way, every LOD having its own VMeshData (hence the _lod0 and lod1 etc..). However, the exporter does not do it in this way, meaning that all the different lods are in one VMeshData. As Sushi said, FL allows for that since the VMeshRef is the important thing to care about, as it actually identifies the meshes within the VMeshData.

If the VMeshData gets too big (i.e. over 65536 indices or something like that), it automatically gets split and another VMeshData is created.

Now, what this design does not allow for is different vertex formats for different lods (I think some FL models have that) but yeah, I left that out for simplicity.

Posted on: 2011/12/26 14:50
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Re: Custom Ships and wireframes
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Yeah, i know it could work with all the LODs in the same VMeshData. But that's what i meen, it's not writing the lower poly mesh into the VMeshData, it's duplicating the first LOD, you can tell just by the fact that the vert count for each mesh remains the same.

Posted on: 2011/12/26 15:35
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