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Freelancer 3DB/CMP importer
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24 posts
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Reven,
It's crashing on exporting the cmp and in the maximize windows mainly .. it also simply crashes sometimes. I'm running it on windows 2000 SP3 with an AMD 1.4 Athlon and 1 GB Memory.
When I remove the importer plugin .. everything works fine. This was happening with both versions.
I refuse your invitiation to join your hallucination.
It's crashing on exporting the cmp and in the maximize windows mainly .. it also simply crashes sometimes. I'm running it on windows 2000 SP3 with an AMD 1.4 Athlon and 1 GB Memory.
When I remove the importer plugin .. everything works fine. This was happening with both versions.
I refuse your invitiation to join your hallucination.
Mesh data in .cmp files is stored in the VMeshData segment in the .cmp which you can export as a file via the UTFEdit util by HCl. The basics its layout are to be found here. There are a few errors in that description tho relating to start/end vertex/vertex reference numbers and multiple group objects (i.e. weapons/ships composed of multiple components).
The data in .sur files is stored in a simlar format : File header, n x(object header + object triangles), vertex coordinates, file footer. Obviously no texture mapping for a .sur file and no vertex normals either. Interestingly both the triangle formations and vertex locations differ between a .sur file and the corresponding .cmp. While a difrrerent triangle formation would be expected as the .sur models are simpler than the visible component they represent, the dirrerence in vertex locations (not by much) suggests a different model was used to derive the .sur files.
The data in .sur files is stored in a simlar format : File header, n x(object header + object triangles), vertex coordinates, file footer. Obviously no texture mapping for a .sur file and no vertex normals either. Interestingly both the triangle formations and vertex locations differ between a .sur file and the corresponding .cmp. While a difrrerent triangle formation would be expected as the .sur models are simpler than the visible component they represent, the dirrerence in vertex locations (not by much) suggests a different model was used to derive the .sur files.
You do that through code not by editing the ship model.
Primary Developer of the =EOA= Players Consortium
Primary Developer of the =EOA= Players Consortium
24 posts
• Page 2 of 2 • 1, 2
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