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There are currently 47 users playing Freelancer on 47 servers.
May. 28, 2022
The Starport Forum Index > All Posts (Sushi)

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Re: .obj -> .sur converter
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Schmack, got a question.

I've used your older version of the exporter for all the models, 200+ in the FW:ToW mod. We've tested every hitbox the best we can and from we can tell, everything is working. It's a fabulous tool.

That being said, would you recommend I reconvert all the .objs again using this version of the exporter or should I just leave it as is Is there any advantages in reconverting them with this version?


It's only about 2 1/2 hrs of work as I have all the .objs saved.

Posted on: 2011/11/1 16:04
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Re: .obj -> .sur converter
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Quote:

Schmackbolzen wrote:
To all who are waiting: We are in the final testing state. Everything is finished and a release depends only on how much bugs are discovered in the last checks. If all goes well I release today.

Quote:
Changelog:
v. 1.1 BETA
- Fully support every feature of the .sur format
- New more accurate way of checking whether a shape is convex
- OBJ loader now reads more variations of the format
- Fixed all known cases where the .sur file was not correctly generated
- Some new options like merging close vertices and using only the outer convex hull for collisions
- Model cleanup before and after conversion





Posted on: 2011/10/30 14:36
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Re: CMP Import/export dll
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More the mesh. The importers don't understand the binomial data.

Here's one of our models.

Attach file:


zip e-wing.zip Size: 695.73 KB; Hits: 279

Posted on: 2011/10/12 1:41
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Re: CMP Import/export dll
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Quote:

StarTrader wrote:
Quote:

Sushi wrote:
..

Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.

Is this still a difference between the 2 versions Sushi?


The older one can import the models but it does so incorrectly. The latest cannot import at all. I believe W0d is one day going to work on a 3ds Max importer when he get a chance

Posted on: 2011/10/11 23:46
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Re: How to export from 3ds Max (to open in MilkShape)?
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Exporting to .obj file also works.

Posted on: 2011/10/11 21:14
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Re: CMP Import/export dll
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Quote:

P1p3r wrote:
HI Sushi,

Could you upload the cmp and mat files so as I could take a look at them?
Off the bat, there's only two times it would not pick up the textures, and that would be
1) they already exist in the textures folder. and
2) the hash numbers don't match. However, there might be something else going on with your files.


I think I figured it out. It has to do with the way the 3ds Max exporter exports the files, my bad. Hardcmp doesn't read them correctly, either as we add tangential data to the model for normal/specular mapping.

Posted on: 2011/10/11 21:13
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Re: CMP Import/export dll
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Hi P1p3r,

I've tried the importer and, for whatever reason, it does not pick up the .mat file within the folder regardless of it trying to find automatically or not. I'm unable to select it manually. Would it have to do with the version of my MS? It's 1.8.2.

Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.

Posted on: 2011/10/11 11:58
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Re: Steve Jobs Died.
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iSad

Posted on: 2011/10/6 17:02
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Re: Battle Tech Freelancer Mod
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Congrats on the modding achievement! Nothing beats that feeling when something you add works. You get hooked after that!

Posted on: 2011/10/5 18:11
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Re: DSAccountManager Version 1.4
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M1C fixed it. Not sure what he did, but it works now

Posted on: 2011/10/4 22:21
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Re: DSAccountManager Version 1.4
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Quote:

M1C wrote:
Hmm, I don't know your e-mail-adress
I sent you a private message


OK. Got it.

Here's what came up:

Code:
Opening database...
Loading game data...
Error 'Mixed mode assembly is built against version 'v2.0.50727' of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information.' at    at DAM.DataAccess.Dispose()
   at DAM.MainWindow.LoadIt(Object sender, DoWorkEventArgs e) in C:\Documents and Settings\User\Desktop\DSAccountManager1.4.1\src\MainWindow.cs:line 249


Posted on: 2011/10/4 11:16
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Re: DSAccountManager Version 1.4
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Quote:

M1C wrote:
I sent you a link via Skype. You received it, don't you?


Sadly, no. Maybe send it to email? Thanks for working on this so quickly!

Posted on: 2011/10/4 2:57
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Re: DSAccountManager Version 1.4
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You're awesome, M1C. Thanks

Posted on: 2011/10/3 11:24
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Re: DSAccountManager Version 1.4
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Quote:

HeIIoween wrote:
Quote:

Sushi wrote:
Error 'Could not load file or assembly 'System.Data.SQLite, Version=1.0.66.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139' or one of its dependencies. An attempt was made to load a program with an incorrect format.' at at DAM.DataAccess.Dispose() at DAM.MainWindow.LoadIt(Object sender, DoWorkEventArgs e)



Give it what it wants: 1.0.66.0 version


Thanks for the link. Tried it and I got the same issue but with this error

Code:
Error 'SQLite error
no such table: CharacterList' when updating db
Loading player information...
Error 'SQLite error
no such table: CharacterList' at    at DAM.DataAccess.GetConnection()
   at DAM.DataAccess.GetBanList(BanListDataTable dsTable, Boolean onlyExistent)
   at DAM.MainWindow.LoadIt(Object sender, DoWorkEventArgs e)


Posted on: 2011/10/3 0:36
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Re: DSAccountManager Version 1.4
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Quote:

M1C wrote:
The System.Data.SQLite error is known, I tried many things to fix but.. but none worked..
Hmm there are a few bugs on my list.. I'll have to find some time to fix them..

Sushi are you sure you deleted the right db? and is the Char File Directory set to the right value?
It should create all missing tables in "GetConnection()"..


The character file directory is set to the multiplayer file. I deleted the .db in the multiplayer file. It has 0 bytes, though.

Any other thoughts?

Posted on: 2011/10/2 22:00
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