Team Spartan Cookies & Milk Forums

Full Version: Prop To Mesh Tool
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Hi there,

Id like to suggest a tool which is called Prop To Mesh.

This tool allow you to compile a large amount of prop into one model, so it mean that all decoration props can be converted into one prop, and consume FPS like ONE prop instead of 1000 (if you used 1000 props ofc)

That could be a significant advantage to build high details ship without interfering with other player's experience.

Maybe the end of huge laggy ships ? : O

Link of the tool --> https://steamcommunity.com/sharedfiles/f...2458909924


I wanted to upload a screenshot but looks like the forum doesn't want me to do it. someone showed me about this tool and spawn 10 times his 2000 props ship using Prop To Mesh. Instead of 20 000 props, he only had 10 of them, and I had max FPS.
Uh i really don't think that it works that well on FPS wise tbf, yes you maybe lower the physical prop to one but the Vertex and stuff still exists.

I will test it a bit in Singleplayer since its an interesting tool
(14-02-2022, 05:39 PM)4N0NYM Wrote: [ -> ]Uh i really don't think that it works that well on FPS wise tbf, yes you maybe lower the physical prop to one but the Vertex and stuff still exists.

I will test it a bit in Singleplayer since its an interesting tool

As I already tested it myself on a server I assure you that it's working. I spawned more than 20 000 props, all of them were meshed into 20 different props : same FPS as 20 props.
I'd imagine that the whole process of converting props into a single mesh could be quite resource intensive. However, merging dozens of props into a single mesh will definitely reduce the overall amount of vertices, and thus help with the overall ingame performance.

If this works well enough to be added to TSCM, it could very well be sort of a game changer. Adding this extreme step of optimisation would allow people to build even more detailed contraptions.
I've done some testing with this and I've found some things.

- A decent amount of the FPS improvement when using it on singleplayer is likely from it having (as the addon description says) no collision mesh or hitbox
- None of the entities keep their own texture (Infact the tool applies the default phx plastic texture to everything)
- It ignores resizes of any kind (And the own size function in the tool only lets you make things smaller than their default)
- You are required to use E2 if you want to edit anything like colors or materials on individual submodels instead of the entire mesh.
- You can import obj's which could cause problems if someone tries to import a complicated model

This tool seems to essentially be more complicated holograms, and Veegi and The17thDoctor have been working on SF's that can import models as holo meshes of some kind (And it works pretty well)
(16-02-2022, 03:35 PM)mariofludd Wrote: [ -> ]I've done some testing with this and I've found some things.

- A decent amount of the FPS improvement when using it on singleplayer is likely from it having (as the addon description says) no collision mesh or hitbox)
- None of the entities keep their own texture (Infact the tool applies the default phx plastic texture to everything)
- It ignores resizes of any kind (And the own size function in the tool only lets you make things smaller than their default)
- You are required to use E2 if you want to edit anything like colors or materials on individual submodels instead of the entire mesh.
- You can import obj's which could cause problems if someone tries to import a complicated model

This tool seems to essentially be more complicated holograms, and Veegi and The17thDoctor have been working on SF's that can import models as holo meshes of some kind (And it works pretty well)

I doubt that person would add in the addon as is anyway. The odds are that he will code his own version of the tool, taking into account most of the current problems you listed like submaterials ; resizing ; modifying ; etc to the boundaries of what Source can allow.

As for importing obj's via SF, it does work but there are downsides (most of which can be tracked down by doing proper clean code) :
  • Complicated models are very expensive to compute, this can be avoided by treating the mesh gradually instead of in a single tick (like my converter currently does)
  • The parsing process is clientside and depends on the end user's GPU performances aswell as the allowed client quota for the owner of the chip.
  • Files are limited to 1MB, Veegi is working on a binary file format to allow more complex and larger models to be imported, he got pretty good results but it still has its problems afaik.
  • Submaterials are not directly suportted, at least not in a single hologram. If you need 5 submaterials, you'll need 5 holograms.
  • You are limited by the size limit for holograms given at your rank. (2048^3 hu for non-staff)
(16-02-2022, 03:35 PM)mariofludd Wrote: [ -> ]I've done some testing with this and I've found some things.

- A decent amount of the FPS improvement when using it on singleplayer is likely from it having (as the addon description says) no collision mesh or hitbox
- None of the entities keep their own texture (Infact the tool applies the default phx plastic texture to everything)
- It ignores resizes of any kind (And the own size function in the tool only lets you make things smaller than their default)
- You are required to use E2 if you want to edit anything like colors or materials on individual submodels instead of the entire mesh.
- You can import obj's which could cause problems if someone tries to import a complicated model

This tool seems to essentially be more complicated holograms, and Veegi and The17thDoctor have been working on SF's that can import models as holo meshes of some kind (And it works pretty well)

I tested that tool on a Multiplayer sandbox server (Real Builders if you wanna take a look) 

-It's compatible with their resizer and clip tools
-You can change material and color of all the Mesh using it's mesh controller

If you have questions about this tool you can ask Adrien the community discord, he use this tool often and know it very well.
(16-02-2022, 06:59 PM)Blackcrow Wrote: [ -> ]I tested that tool on a Multiplayer sandbox server (Real Builders if you wanna take a look) 

-It's compatible with their resizer and clip tools
-You can change material and color of all the Mesh using it's mesh controller

If you have questions about this tool you can ask Adrien the community discord, he use this tool often and know it very well.

It's not compatible with the workshop tools.
You can only change the material color of the entire mesh using the controller, you need e2 if you want to do the separate props (Which now exist as sub-models)
(16-02-2022, 07:36 PM)mariofludd Wrote: [ -> ]
(16-02-2022, 06:59 PM)Blackcrow Wrote: [ -> ]I tested that tool on a Multiplayer sandbox server (Real Builders if you wanna take a look) 

-It's compatible with their resizer and clip tools
-You can change material and color of all the Mesh using it's mesh controller

If you have questions about this tool you can ask Adrien the community discord, he use this tool often and know it very well.

It's not compatible with the workshop tools.
You can only change the material color of the entire mesh using the controller, you need e2 if you want to do the separate props (Which now exist as sub-models)

You can modify materials with the context menu