Making surs for ships
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@BBalazs
thanks for the tip.@mknote
if i cant fix it, i will send my ms3d, mat, and cmp files in this afternoon.
thanks in advance,I belive, the exporting issue is kind of compatibility problem, because i made a simple box in ms3d and i tried to export into .sur got same results… I use sur exporter v1.1 im gonna try an other version.
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mknote wrote:
Er, the only other SUR exporter is v1.2 which, to be blunt, blows.What version of Milkshape are you using?
MK
ms 1.8.2
i havent had any other problems so far, just this sur exporting issue. The mat cmp md3 exporter/importers work properly. -
Umm, i solved the issue, but its a bit weird…
I read over the tutorial(s) again, before i write something stupid, but this thing isnt there, and im not sure, my solution is normal, and the sur will work properly:
If i assign an existed .sur on the sur exporter window and rename it, i can convert it, but if i just type the properly name of the sur referring to my shipmodell, the button is grey.Only one step remains to put the sur in game and test it, but i need to know if this method can be used or i expect CTD and any other sweet things.
EDIT:
SOLVED
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Well, don’t be too sure it’s solved.
You must test your new sur file by letting NPCs use it and its ship against other NPCs and get killed by them many times.
Mine seemed OK for a short time but failed after 30 minutes sometimes.
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StarTrader wrote:
Well, don’t be too sure it’s solved.You must test your new sur file by letting NPCs use it and its ship against other NPCs and get killed by them many times.
Mine seemed OK for a short time but failed after 30 minutes sometimes.
Hmm, and why is that?
It works for 30 minutes then just collapse? I remember FF once told me, npcs use different collision detection, but how it shows itself… I dont know. -
ST means that you need a large sampling to be able to properly determine whether your SUR is good or not. The longer the SUR is getting tried by NPCs, the less likely a problem is to pass uncaught.
He was saying that even after 30 minutes of tests, some SURs still had issues that were discovered only later.
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FriendlyFire wrote:
ST means that you need a large sampling to be able to properly determine whether your SUR is good or not. The longer the SUR is getting tried by NPCs, the less likely a problem is to pass uncaught.He was saying that even after 30 minutes of tests, some SURs still had issues that were discovered only later.
I know i have to make areas for npcs to test the sur, what i dont understand why custom sur “getting tired” by npcs.
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Make it enemy to all NPCs and watch it getting pounded? If shots get through, it isn’t done.
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FriendlyFire wrote:
Make it enemy to all NPCs and watch it getting pounded? If shots get through, it isn’t done.Hehe…no… sorry my english is bad, i meant how does a custom sur make problems like ST mentioned before.
You got same ship or npcs got same ships, they shoot, kill each other, both the shield and the hull work properly and sometimes you got crash, randomly.
So that is what i dont uderstand. -
Not necessarily a crash, it can also be that shots pass through or don’t damage the ship.
Remember all it takes is ONE extremely small area where the SUR is bad, one which can take really loooong to find.
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FriendlyFire wrote:
Not necessarily a crash, it can also be that shots pass through or don’t damage the ship.Remember all it takes is ONE extremely small area where the SUR is bad, one which can take really loooong to find.
I see…thanks. Is there any connection with the primitive shape types (box, cylinder, etc…) the .sur build from?
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Not as far as I know, but I’m no SUR expert.