Guys, I was importing a ton of the Freelancer Ships into Blender, from their MS3D files, and I noticed, that they have like 5 Vertices per vertex in their mesh that is doubled up, and completely unnecessary, because in blender, I "Removed doubles" and it told me, on the bigger ships that it removed over 3,000+ vertices, and the quality of the model didnt even change...
SO!
I propose, that you guys go through all of your models and import them through blender and remove doubled vertices until they're all reduced to only the minimum, because with over a hundred different people going in and out of the server, and loads of them flying capital ships, and all of them having tons and tons of extra vertices, would cause alot of lag, right?
so, to remove all those would be beneficial to the server!
although uncommonly seen flying around, just as an example, the Rheinland Battleship, when I did this to it, said it lost over Eleven THOUSAND, -~DOUBLE~- Vertices...
thats alot >.>
think of the lag reduction (without any quality loss) that would make to do this to every ship?
afterall, their appearance is completely 100% unaltered after this process, but they have thousands less vertices floating around.
i m not sure if freelancer ( actually in game ) does showing the ships just as blender does - or milkshape - or any other program. - some programs attempt to "add" stuff on their own to compensate for loss of details - sometimes creating double layers.
for example - making a ship out of rectangles in Metasequia results in a ship with like 1500 polygons.... after imported into milkshape, it becomes 8500 triangles ( note there that one rectangle usually becomes only 2 triangles ) - then HardCMP converts the model again... and who knows what Freelancer does then.
but i think that freelancer does not use the model we see in milkshape before we convert it. - most games convert stuff themselves somewhat so they run better. -
a problem with fixing vanilla ships is that its a lot more work than just modelling. - they consist of components and include some animations, too. - much more than ... from what i know .... any custom made ship is.
' Wrote:a problem with fixing vanilla ships is that its a lot more work than just modelling. - they consist of components and include some animations, too. - much more than ... from what i know .... any custom made ship is.
Not to mention any stuff the developers left half completed in there, like the house heavy fighters ability to fold there wings.
so, somebody who has the tools should hitbox and Hardpoint all the ships with their double vertices removed, then run the game with those loaded, and see how they play, if its smoother, then we win points.
if there are lots of bugs and errors, then this idea fails.
I don't know alot about this kind of work but this sounds like an (possibly) incredibly useful idea. Even if it's possible it wouldn't work I think it's worth seeing
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[5:57:11 PM] InfernalTater (Lewis) [Formerly TLI-Inferno]:meanwhile, Aces 'I don't always miss my destinations, but when I do, I'm on the other side of house space.'
please do not vandalize this account, its for upload usage.
my computer is grinding away in the other room while i type this out on my Ipod Touch, emailing the Blender files in 3 separate winRaR compressed packages (because gmail limits to 20mb per attachment)
to the email address.
hopefully it will finish properly, and be able to download from soon.
and you'll be able to see the ships and use them for the various utilies needed to make them game compatible again so that you can test it.