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There are currently 49 users playing Freelancer on 29 servers.
December. 12, 2017

Browsing this Thread:   1 Anonymous Users



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Re: .obj -> .sur converter
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Quote:

FriendlyFire wrote:
On top of that, 3ds Max is free for students, all you need is a student email address.


Not everyone is student and fewer are student for lifetime.

Posted on: 2016/6/8 19:50
How to create .SUR files - Tutorial
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Re: .obj -> .sur converter
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I have already the Max plugin. But why not see how this one works ?

Quote:

FriendlyFire wrote:
FBX being the most likely candidate), but until then 3ds is still better.


Why not blender .blend. 100% free, open source and you can do everything that you can do with 3ds.

Posted on: 2016/6/8 21:16
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Re: .obj -> .sur converter
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Quote:

cata123 wrote:
Why not blender .blend. 100% free, open source and you can do everything that you can do with 3ds.


Don't forget that except Blender most other software can't handle .blender files. Obj, FBX and Collada are very common and every good modeling software can handle it.

Posted on: 2016/6/8 22:18
How to create .SUR files - Tutorial
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Re: .obj -> .sur converter
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Im too old for becoming student again... all the alcohol... all the parties

Posted on: 2016/6/9 10:16
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Re: .obj -> .sur converter
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Actually, you dont need to be a student, or have a student email. You can gain access to a educational licensed version by specifying your a 'mentor'..any email address will do.
However milkshape has some definite benefits over 3ds max, most importantly its size (25mb vs 6-8gb) 3ds is fine if your planning on doing tons of model creation, but if you just need to convert model formats then its serious overkill

Posted on: 2016/6/9 16:54
Tekagi's Treasure Mod
perl -e 'print join("",(a .. z," " )[9,20,18,19,26,0,13,14,19,7,4,17,26,15,4,17,11,26,7,0,2,10,4,17])'
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Re: .obj -> .sur converter

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Personally I'd not recommend to do any sort of conversion with milkshape due to how limited feature support is there, namely vertex color and transparency, multiple uv maps. Even basic stuff like vertex normals aren't well supported across formats and has a tendency of screwing up your stuff. If someone wants to make a good importing/exporting tool they're better off converting between collada and FL formats. Collada has all the necessary features for FL models and is fairly extensible even within its validation schema.

Posted on: 2016/6/9 17:47
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Re: .obj -> .sur converter
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From what I got you would like to have settings for each file. I can write that so that e.g. mass convert takes this into account. If there is demand? I don't know how many still use this tool.

Posted on: 2016/6/11 10:26
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Re: .obj -> .sur converter

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I write a complete solution, without any clicks, with automatic binding of all vertex, parts, hardpoints offsets in .cmp and .sur files.
I need the ability to quickly correct any problems, and make new features without waiting for the another developer.
The only complexity moments for me were - bits-section and convex hull.
I would be grateful for the help by source code, primarily msSURExporter V1.3.

Posted on: 2016/6/12 13:20
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Re: .obj -> .sur converter
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The feature with reading certain parts from cmp files was planned, but I never started it since not many people seemed to need it. Using the model itself was deliberately not done, since you need special collision models.

If enough people ask I would be willing to extend this tool further, but so far this seemed not to be the case.

I think you underestimate what it takes to write correct sur files, but we will see.

Posted on: 2016/6/13 8:28

Edited by Schmackbolzen on 2016/6/13 17:23:07
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Re: .obj -> .sur converter
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Attached is the source for the exporter.

Attach file:


zip msSURExporterV1_3.zip Size: 65.39 KB; Hits: 88

Posted on: 2016/6/13 8:50
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Re: .obj -> .sur converter

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Thanks Adoxa!

Schmackbolzen
First of all, you need to create the correct information about the parts in .cmp, before parsing by .obj -> .sur converter. There are problems with other exporters, if part is ‘Rev’, ‘Rris’, or chained over other (not ‘Root’) part.
Also, I have implement the automatic connect hardpoint meshes from separate .ms3d file.
I try to exclude such routine work.

Posted on: 2016/6/13 14:11
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