Wireframes
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Thanks for looking into it LS. Here’s a link to the Nebulon-B and the X-Wing for comparison. If you’d like other ships let me know
http://www.filefront.com/15291775/ships.rar
@Adoxa: I’m sorry but I don’t get exactly what you’re saying :$
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**Try adjusting the z_nebulon-b_1_lod1.3db ‘radius’ size.
; DB Software - CMP Editor Script [VMeshRef] DataSz = 60 VMeshCRCN = 3818775415 StartVtx = 10508 VtxUsed = 20 StIdx = 26829 IdxECnt = 36 MeshNum = 12 MeshCnt = 1 Bounds = 68.9550781250, -68.9500122070, 127.6444396973, -192.8117370605, 298.9129638672, -301.3523254395 Center = 0.0025329590, -32.5836486816, -1.2196807861 Radius = 455.4263000488 <--- here ```**
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I tried adjusting it into four different sizes, 150, 300, 600, 1200 and it didn’t change the size of the wireframe and causes the model to be invisible ingame.
Back to the drawing board
@Adoxa - How did you place the wireframe into the li_fighter.cmp? Or did you just replace the nebulon-b.cmp into the vanilla code? I wonder if it’s a code thing? Which could explain why my fighter sized craft are fine and my capitals are buggered.
Thanks for the help fellas, it’s greatly appreciated!
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I literally just swapped the files, so nebulon-b.cmp was used instead of li_fighter.cmp. Of course, nothing was visible in space (even after swapping li_playerships.mat), but the wireframe was fine. Changing type to CAPITAL made no difference, but that’s as far as I went. (Actually, I did double all the vertices in the wire VMeshData, but that just made it so big it didn’t fit, which is when I went back to your screens and realised it was the right size in the first place.)
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Did you swap out the SUR too? It seems like it’d be a code problem… Which is rather peculiar.
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So does anyone have anymore insight on this or should I settle for just doubling the size of the wireframe and have the hardpoint being to small problem?
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Turns out it’s not the ship at all, but equipment in the loadout. The TOW\ships\generic\extra.cmp used by the shield and power is the cause of the reduced wireframe. Don’t really know the proper solution, but increasing the radius to 456 (from 6; hexedit at 0x8B9, from C0 40 to E4 43) seemed to work fine (but will probably cause problems for other ships using it).
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Awesome! Thanks so much, Adoxa. I’ll figure out something
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Hmm, tried that method and I didn’t receive any result, Adoxa. I even tried increasing the radius of the .sur file with the increased .cmp.
That being said, you were right about the .cmp causing the issue. , Once I removed that extra.cmp, the wireframe was perfect. So now I have to figure out about getting a proper wireframe for the shield and power generators. But I’m sure that’d doable.
Thanks again for all your help on the matter. It will really make the immersion factor of FW:ToW that much more
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I really don’t know what’s going on here. Replacing extra.cmp with neb_turbo.cmp (ie. using turret model for shield), still resulted in reduction. Replacing neb_turbo.cmp with extra.cmp (ie. using shield model for turret) and not having any shield worked fine. That suggests it’s not the model. To verify that, used li_dreadnought.cmp instead of nebulon-b.cmp (and .sur), changing shield_link to use HpEngine01 (since the Dreadnought has no shield hps), reduction; same with using li_refraction_shield.3db instead of extra.cmp (since there is no extra.sur). Using li_elite.cmp (and .sur), no reduction (but a really big laser turret). Using li_dreadnought.cmp with li_elite.sur, no reduction. Okay, so maybe it’s the sur. After modifying SurDump to resize a sur (since FLModelTool did a poor job), reduction occurs after li_elite.sur is over 20 times its size. However, reducing li_dreadnought.sur has no effect on increasing the wireframe. … Okay, it appears the sur needs to have HpMount (for the shield_link). … After building a sur with Lancer’s tool, which does add HpMount, the wireframe is the right size. Bingo!