Q for Bejay on DmgCaps
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Since you’ve had quite a bit o experience with the multi-part meshes, figured I’d toss this your way. Should be a very quick test, if you haven’t done it already.
I noticed that damage parts have different VMeshRef lengths than is standard (64 bytes, rather than 60). So question is if you’ve tried tacking on the extra 4 bytes with a hex editor, then re-importing into the part? Might be the reason for all these parts not taking damage, if FL is looking for those extra 4 bytes as a sort of flag when calculating damage dispersal.
The caps that I’ve opened have all had 4 padding bytes, all 0’s, tacked onto the end.
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TBH I’m not exactly sure what your on about ???
The CMP & 3DB have no part to play in damage sensing, they’re only real funtion is as a place to hang the texture ;D. It’s the SUR and [CollisionGroup] that do the hard work of damage control, if either of those isn’t working right then damage wont be passed around properly.
I’ve only ever done destructibles on what I concider player flyable ships, ie ones that fit inside a dreadnaughts docking bay without sticking through it. Because of this I use the Shield Bubble setting on the exporter rather than the splicer, as it gives me exactly the SUR construction required for destrucibles (IMHO).The damage cap’s are nothing more than a cork to fill a hole in the mesh, I have no idea if they take damage and pass it on to the Root as I’m usually to busy trying not to die to notice :P. Even when testing my own it’s hard to tell what damage is coming from where, I park outside Buffalo and let the base & 8 or 9 rogues/outcasts pound the crap out of it, I’ve seen them being hit, just no idea if they pass on damage or not ( to many shots hitting at the same time to tell).
Just so everyone knows, I haven’t done anything with Freelancer since I did SURs for Gibbon’s Galactica 2.0 mod, info your getting is from my memory, and it’s not as good as it used to be