Sur problem
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If your sur export worked originally maybe it is possible to get it working.
I’m still learning a fair bit about sur file myself, but from what I have come across if the grouping from the sur does not exactly match that of the cmp it causes problems.
Also the collision detection for groups other than ‘root’ should be defined in the .ini code as far as I remember. From your first post it looks to me like the collision detection works fine for your ‘root’ group but not for any others, possibly due to missing code?
I may be completely off the mark here though…
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Any news on this Op?
nope not really
I never really worked with the sur splicer before but i remember that its required to export every part of the sur seperated
the exporter is only able to export 18 groups if im not totally wrong… and thats simply not enough for those detailed station sursI decided to work on something different and hope for a genious idea meanwhile (hey that works ^^)
If your sur export worked originally maybe it is possible to get it working.
I’m still learning a fair bit about sur file myself, but from what I have come across if the grouping from the sur does not exactly match that of the cmp it causes problems.
Also the collision detection for groups other than ‘root’ should be defined in the .ini code as far as I remember. From your first post it looks to me like the collision detection works fine for your ‘root’ group but not for any others, possibly due to missing code?
I may be completely off the mark here though…
well - nope thats not the prob
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Does anyone know if its possible to attach more than 1 part of a sur to a cmp group?
And aye would someone tell me what i’m doing wrong?
I can always only see the root, no matter how many dummy groups i add to my model. -_-I wish lancer solorus had finished his cmp editor would make our lives so much easier ;D
Yes it is possible. Are you importing the cons.data.fix file (created by the SURSplicer) into the cmp? Are there any errors when you are trying to splice the sur?
Oh good luck on station surs. Our primitive methods really suck for larger objects like stations.
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Does anyone know if its possible to attach more than 1 part of a sur to a cmp group?
Yes as DA did it with most base SURs, unfortunately atm we cannot replicate this method, I’ve gotten close but not close enough.
I can always only see the root, no matter how many dummy groups i add to my model
1} Make sure the dummy groups actually have a mesh in the CMP, as just adding dummy nodes in UTF Edit will not do.
2} In the splicer’s input ini make sure you name the parts correctly, they must match their equivalent part in the CMP, Root = Root, Part_01_lod1 = Part_01_lod1 etc.
3} The radius in the input ini (third line in the file) must be larger than the model or you end up with parts of the SUR not registering, I found this out the hardway :P, one of the SURs I did for the Galactica 2.0 mod registered everywhere except the front fifth.Also the collision detection for groups other than ‘root’ should be defined in the .ini code as far as I remember. From your first post it looks to me like the collision detection works fine for your ‘root’ group but not for any others, possibly due to missing code?
Nope, there is no ini coding for collision detection, it’s all contained in the SUR.
Oh good luck on station surs. Our primitive methods really suck for larger objects like stations.
Go have a look at the Battlestar Galactica CMP & SUR from the Galactica 2.0 mod, it’s used as a base in the mod which meant I couldn’t build the SUR exclusively in the exporter as I’ve never gotten a base to work like that, this was done using the splicer to combine the seperate components. It’s a little heavier poly wise than most of you would do, but it’s light compaired to some of DA’s capship SURs.
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Hey BJ,
are all the custom sur’s in the Galactica 2.0 mod are made by u?
Cause as i told to Gibbon in a PM i send to him: THEY ARE AWESOME!!!
I have never seen such a perfect custom sur as the one on the galactica, no joke it rly impressed me!
I’ve also checked the Shrouded world mod when it was released cause they always said they will have very thight fitting sur’s and yeah there are pretty nice sur on most Fighters but they are far from the BS Galactica sur!Thanks for telling us your sur related knownledge i will try again tomorow.
But I’m scared from having needles meshes in my model, even if they’re not textured and therefor invisible. -
The shrouded worlds mod sur files for the capital ships were not custom sur files, just resized original FL battleship sur files.
We never got the custom sur files working, or anywhere near due to the same problems outlined above.
As for the code in the .ini files I was referring to the code used for ships, and is definatley needed to get them working correctly. At least for all the custom sur fles I have done, they didn’t take damage on those specific groups until I included that code. Can’t see how they would really as they wouldn’t be set to link damage to the root if it wasn’t there.
edit
Sorry I was thinking along the lines of ships but of course for stations damage doesnt count if your doing normal (non destructable) ones!!
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There are 5 in it that are mine, the BaseStar & PatrolStar were done in a hurry and are nothing more than primitives, but after finding out I had more time than I thought, I started experimenting with the SUR for the Galactica, after all this was only the sixth SUR I’d done with the splicer, so I wanted to see just how far you could push it :P, turns out you can push it even further than I did. The Pegasus & Civilian Liner (that thing with the big vertical ring) are also mine, the galactica & pegasus both have fully dockable landing pads, ie you can fly through the tunnel, just don’t hit the sides or you’ll bounce along it until you explode.
@ Chili, don’t know what your doing bud, I don’t have that problem with ship surs, when I’m testing a new sur I don’t have [simple] or [collisiongroups] in the shiparch for it, mainly because I haven’t built the 3db’s at that time. After I finish the cmp model I export it with the minimum number of hardpoints required to get it in game (HpMount & a couple of engines), I then leave the CMP alone until I’ve built and exported the SUR. I then drop both of them (and the MAT) into a small OSP test mod, the shiparch entry also doesn’t have any shields or weapons, I launch (in god mode) from buffalo and let the rogues and outcasts shoot the crap out of it while I watch in turret view for any problems, I haven’t had to “drop” a sur for not registering properly for a very long time.
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@Bejay
After checking this out the collision detection does actually works fine without any .ini code but when I shoot the groups other than the main body (root group usually in all the models I have been working on) for example a wing or tail, then the damage is not registered on the hull, i.e does not reduce hull hit points.
Only when I include the [CollisionGroup] code does the damage register to the hull damage. maybe I’m doing something wrong if that is not meant to be the case??
Also I have had to use both versions 1.1 and 1.2 of the sur exporter to get various models to work. Usually 1.1 works best but in some rare cases only 1.2 will work, especially if the model has been constructed with a high number of faces cutting across the inside of the body. These I have been finding the hardest to get working.
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Chili - a quick alert…
How are you testing the sur?
If you do as I just did 5 minutes ago, set it as a destructible solar and blow it up, then select a new character without restarting my FL Server, it will appear again but no hits will register - until I restarted the FL Server!
Then all was well again.
So mine was a red herring, my last 2 new big-ship surs worked superbly straight out of the MilkShape/SurSplicer/HardCMP factory!
My biggest problem was concave sur parts, there were tiny concavities that were very hard (as in VERY hard!) to see. I managed to solve several by “Turning Edge” on some faces that were dipping inwards ever so slightly, but others I had to re-do.
So be patient, and recheck your sur parts for concavities yet again - with a VERY large magnifier!
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Hmmm, sounds familiar….
root_health_proxy = false
This line (in shiparch.ini) would do that. If this is what your code shows, try switching it to true. Otherwise, I’ve got bupkis.
MK
Yea thats exactly the line that is needed, and set to ‘true’ . Actually have not got onto the large ships yet but will let u know how well I get on… or not!
The models not working do require some fixing and it’s a right pain the ass to say the least…
Good luck with your models I hope you get the sur splicer working right…