Special planet with CMP or 3db?
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That’s exactly what it needs… and HPMount. Either that or delete the whole hardpoints node using UTF edit. There is also an EXE hack that helps with viewing issues for CMP type planets… but if you adjust it too far, you will have problems with the SPH based planets.
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its SUR related. you need to have a sur for it lol =P simple
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if the model pops into view when the center of the model hits the screen itll appear aslong as HpMount is in view. to fix it you make a sur thats the same size as the mesh used lol, usually the same mesh for teh planet
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It turns out the sur i had was square so obviously no good. I don’t have a sphere shaped sur file and no idea how to make one (unless someone is kind enough to throw one my way), so for now i’ve decided to use an sph file. this has stopped the flicking out problem, i’m now suffering from the planet distance not being shown correctly…
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I’ll send ya a link tonight for a sphere sur, I yanked it out of FL and use it for most of my models…
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Its been so long ago since I found that sur, it might be one of the 2 that Rimshot just listed.
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**Been using it for years, works like a charm, one caveat though, don’t resize it twice, it screws up badly, usually resulting in a crash. Replace it with a fresh copy if you need to resize again. Also, change the type if you use it for a ship.
http://www.digitalbrilliance.org/FL_Dnlds/MISC/SphereLowPoly.sur**
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Sometimes i wonder after all these years. Thanks Rimshot, forgot about those, i went with the space_arch_shield.sur because it’s rounder. Now why didn’t i think of that? lol
Thx for the tip LS, unless i get the urge to resize the planet again then once should be enough
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you could alternitivly make the custom CMP like normally then use a SPH file on the same co ords as the CMP… just edit out the textures on the SPH so its invisible and then you have a flawless sur to use. all you need to do is punch in the radius of the planet and jobs a goodun. advantage of this is you get a atmosphere too… so it doesnt leave planets with that nasty hard edge
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In my opinion that’s implementing a bug cheese… It’s better to crack the real problem! Especially this one with custom planets…
Let me check through my backups and my “Mess Folder” because I’m pretty sure I have a custom .cmp planet where the values are right, it doesn’t disappear and there’s no need for hardpoints to make it work! Though I could remember terribly wrong… I’ll check and if I have something that works I’ll put it up for DL…
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In my opinion that’s implementing a bug cheese… It’s better to crack the real problem! Especially this one with custom planets…
its not… ive done this method countless times…
using pretty much the start of my tutorial going through it and then just adding the SPH file in with no textures is a grand way of making custom planets and such.
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I know what you mean and no bash intended or anything…
What I meant is “why use two objects if we can fix the whole thing and only use one”
Sure this works the way you describe it and you in the systemX.ini add the .cmp planet to the invicible .sph by using “parent = SystemX_sphPlanet” on the .cmp planet… Also what you meant right?
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I would say its a good workaround like most advanced modding tricks ;D
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I would say its a good workaround like most advanced modding tricks ;D
It may be a workaround but not a good one…
For example if I used that in my Solar system, which currently has 30 planets/moons, this “fix” means that I would actually have 60 planets/moons if I wanted to use all.cmp planets! Why render double the amount of what’s needed…
Let’s try to fix these issues with the .cmp planets instead of work around them…
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@Gibbon:
Call me slow here but why would you have double? You have the cmp/mat, and a sur/sph. No other entries required, one entry in solararch and your system ini, job done
Ah… I understood cheesy’s post a bit different than I should have!? You simply make the entries in solararch.ini
example:
[Solar]
nickname = planet_earth_3000
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = solar\planets\planet_earth\planet_earth_3000.sph –— Like this?
material_library = solar\planets\planet_earth.cmp ----- Like this?
mass = 1000000
solar_radius = 3000
shape_name = NNM_SM_MEDIUM_FOREST_MOON
LODranges = 0, 1000000000Or am I wrong again?
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@Gibbon:
Call me slow here but why would you have double? You have the cmp/mat, and a sur/sph. No other entries required, one entry in solararch and your system ini, job done
Ah… I understood cheesy’s post a bit different than I should have!? You simply make the entries in solararch.ini
example:
[Solar]
nickname = planet_earth_3000
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = solar\planets\planet_earth\planet_earth_3000.sph –— Like this?
material_library = solar\planets\planet_earth.cmp ----- Like this?
mass = 1000000
solar_radius = 3000
shape_name = NNM_SM_MEDIUM_FOREST_MOON
LODranges = 0, 1000000000Or am I wrong again?
Er, not wrong, just confused
Try this,
[Solar]
nickname = planet_the_moon
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = SOLAR\SOL\MOON\The_Moon.cmp <–----- I did a seperate cmp and mat file but mat can be in cmp as well
material_library = SOLAR\SOL\MOON\The_Moon.mat<-------- If mat is in cmp then use cmp at end of this line instead of mat
material_library = solar\planets\atmosphere.txm <---------------- This line and the next assumes you are using an sph for atmospheres so can be left out
material_library = solar\planets\planet_crater\planet_crater.mat
mass = 10000000
LODranges = 0, 1000000
solar_radius = 5250
shape_name = NNM_SM_MEDIUM_ROCKY_MOON