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There are currently 73 users playing Freelancer on 30 servers.
December. 13, 2017

Browsing this Thread:   1 Anonymous Users



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Re: .obj -> .sur converter
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this is turning out to be a really good tool.

i tested this out on two models. the first one was a normal poly model (1200 verts, about 2300 poly's) sur file was generated and turned out rather good looking too.

the second model was higher poly model, about 11,000 verts, and about 9000 poly's. it took a while but it did generate it. i had to redo it because i forgot to remove the hp poly's. so i removed them and attempted to redo the sur generation, however this is where problems started. from this point forward the application throws a out of memory error 9 out of 10 times while the other 1 out of ten times it simple hangs on the generating tree ... method. and it now does not matter the poly or vertex count, it just simply stopped working.

also you may want to consider multi threading the application. specially the routines that are the heart of the app.

cheers though mate, good job so far.

Posted on: 2011/2/12 4:50
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Re: .obj -> .sur converter
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I'd argue that you shouldn't be using a 10k+ polygon model for a SUR file. It should be like a fifth to a tenth of whatever normal model you're using. At that point, multithreading would have little use because the generation would already be fast enough whatever the case.

I'd much rather see bugs fixed and features implemented

Posted on: 2011/2/12 5:58
"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: .obj -> .sur converter
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At 13000+ poly it gives a memory leak waning and freezes .
Yes it makes very nice surs, i tested with a solar with 6k poly with holes and worked very good.

Posted on: 2011/2/12 10:43
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Re: .obj -> .sur converter
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anyone tested how it behaves with baydoors of dockables?

Posted on: 2011/2/12 10:45
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Re: .obj -> .sur converter
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Downloaded the sur converter, opened MS3D, imported a ship cmp, exported as .OBJ. Was kinda confused when I fired up the converter but common sense always prevails. Left the 1st block at 5. Checked the 2nd and 3rd. Typed in the HP's for the ship, hit go.

The sur it spit out looked beautiful, but kinda large, about 140KB....

So I fired up the dev server, launched FL, undocked. To my delight, no crash!! No server errors, no spew errors. Fired up 2nd pc and began shooting the hell out of it. Registers gun hits, missles and torps, flawlessly. Unmounted my shield and bumped it about 100 times, still going. I have seen the same behavior with single group surs I made using sur builder. They worked great just shooting at them, but under stress test about 18 out of 20 I made using it crashed between 10 mins to an hour.

I shut down the server, set zone to spawn 30 npcs and let it run. 2 factions both flying the same ship with the new sur, and a base shooting at them both. 2 hours now, no crash.


All I can say is EXCELLENT WORK!!!!!

The only problem I saw was the memory leak. Oh and since my girl has been out of town all week, she will want to kill you when she gets home today as its now 6:30am and I been up all night playing with sur files...

Posted on: 2011/2/12 11:37
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Re: .obj -> .sur converter
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Thanks! It's nice to read that you guys are satisfied Spend enough time testing to make sure everything is working ^^

As for the memory leak: Yes it is annoying. Either I did not notice it because I used rather small models for the testing most of the time and it was always there or it slipped in in the last days. Gonna have to look into that and fix it before anything else...

There will be some performance speedups after that, I optimized first the general algorithms but there are still some tweaks left because I wanted the functionality first. The slowest part seems to be finding connected triangles, that's why it takes so long on larger models.

Posted on: 2011/2/12 13:56
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Re: .obj -> .sur converter
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Beta 1.1 is available now. See first post.

Posted on: 2011/2/12 18:00
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Re: .obj -> .sur converter
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Found two more bugs, v 1.2 is now available. I am testing large models now, maybe more to come ^^. See first post for details etc.

Posted on: 2011/2/12 19:04
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Re: .obj -> .sur converter
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I think I found all the bugs in tree generation now. Also did some speedup. BETA v. 1.3 is now attached in the first post. If there are still problem e.g. where you can fly trough geometry please post here.

Posted on: 2011/2/13 2:12
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Re: .obj -> .sur converter
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schmackbolzen, can you extend your sur program with the option to make sur for 3db-s also (the 3db sur don`t have root group , it`s replaced with 00000000 instead of 2D8F6812).
It could be a box checked for example .
Those types of sur are used in all space scenery objects (asteroids) and it`s annoying to replace every time with the hex editor.

Posted on: 2011/2/14 20:33
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Re: .obj -> .sur converter
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Schmackbolzen:

Very good results so far. Here's my Avioki capital ship in space dock, with a new sur I can fly through all the gaps including the rear boom "nugget", and collide with all body parts as it should. I was unable to fly through any body surface.

Good work, thanks.

Looking forward to the next step.

Attach file:



jpg  Avioki1.jpg (26.55 KB)
224_4d59de67be9bf.jpg 500X375 px

jpg  Avioki2.jpg (18.31 KB)
224_4d59de779ea00.jpg 500X375 px

jpg  Avioki3.jpg (17.64 KB)
224_4d59de868a34a.jpg 500X375 px

jpg  Avioki4.jpg (16.42 KB)
224_4d59de977dc45.jpg 500X375 px

jpg  Avioki5.jpg (17.32 KB)
224_4d59dea8bb8de.jpg 500X375 px

jpg  Avioki6.jpg (25.31 KB)
224_4d59debb5a2ec.jpg 500X375 px

Posted on: 2011/2/15 2:03
"C" for "Caterpillar"... "Cool"... "Cheesey"!
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Re: .obj -> .sur converter
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I've a problem with you tool, I open a cmp to obj model, I say 15 use convex hull,... I click go and the tool says invalid file name.
vulkorasdesolator.obj is the file name, what can I do.

Posted on: 2011/2/15 17:02
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Re: .obj -> .sur converter
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there shouldn't be any error if the file exists with exactly that name and if its truly a obj file and not just something with an "obj" extension.

Posted on: 2011/2/15 17:48
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Re: .obj -> .sur converter
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Wow! You think I'm so idiot... ( No of cours, I'm kiding) I export at wavefront obj exporter, so it can't be aan error from me, I will test somthing els to solve that.

Posted on: 2011/2/15 20:58
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Re: .obj -> .sur converter
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Quote:

StarTrader wrote:
Schmackbolzen:

Very good results so far. Here's my Avioki capital ship in space dock, with a new sur I can fly through all the gaps including the rear boom "nugget", and collide with all body parts as it should. I was unable to fly through any body surface.

Good work, thanks.

Looking forward to the next step.


can you detail how your cmp is done please ?
multipart ? exported with the 0.21 or 0.3 exporter ?

Posted on: 2011/2/15 21:12
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