Need help with sur
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I got everytime the same problem with surplice: no collision for all sur groups except the root for the player.
Full collisions for NPCs and objects but not for player.
What could it be? I followed the video and your written tutorial 2 times, everytime a great result… but everytime no physical collisions for the player!
I don’t think its sur splicers fault but here the entry of my ini:
Zug.sur
Zug_cons_fix.dat
70
200000 200000 200000
cargotrain.sur Root
cargotrainengine01.sur Sur_Zug1_lod1
cargotrainengine02.sur Sur_Zug2_lod1
cargotrainanhaenger1.sur Sur_Zug3_lod1
cargotrainanhaenger2.sur Sur_Zug4_lod1
cargotrainanhaenger3.sur Sur_Zug5_lod1
cargotrainanhaenger4.sur Sur_Zug6_lod1All sur files are working and are convex.
The groups for the ship (sur_zug*_lod1) works well too, no change if I use multigroups created via the normal exporter in milkshape. -
I imported the cons fix made by sursplicer and I’m using the same dlls like you.
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http://erik.gmod.de/Eriks Zeug/Freelancer/Zug.7z
Everything you will need. -
ok :
1 - your Sur2.ms3d doesn’t have a blank material assign to the parts then it’s necessary
2 - you don’t add the little square we need to make the sur works properly, it’s on the video made by sushi, if you can’t find it i could upload it somewhere, let me know
3 - the _lod1 are totally useless, so don’t add it on the ini.ini and so on the cmp
4 - i don’t have the mat file and at this time i have to rebuilt a cmp from scratch so i need it
5 - the Zug.cmp is about 244.94 meters but the ZugNeu.ms3d you give me is about 22534.46 meters, so i concluded you export from this ms3d but with 92 on the cmp exporter settings
but the settings need to be “back to front” and “scale down = 1” -
1 - your Sur2.ms3d doesn’t have a blank material assign to the parts then it’s necessary
2 - you don’t add the little square we need to make the sur works properly, it’s on the video made by sushi, if you can’t find it i could upload it somewhere, let me know
3 - the _lod1 are totally useless, so don’t add it on the ini.ini and so on the cmp
4 - i don’t have the mat file and at this time i have to rebuilt a cmp from scratch so i need it
5 - the Zug.cmp is about 244.94 meters but the ZugNeu.ms3d you give me is about 22534.46 meters, so i concluded you export from this ms3d but with 92 on the cmp exporter settings
but the settings need to be “back to front” and “scale down = 1”To 1.:
I read everywhere, that sur meshes have to be blank (no material).To 2.:
I think the method with the squares is necessary with more than 18 groups. I’m working with 7.
I also tried it already with the squares.To 3.:
_lod1 or not makes no difference.To 4.:
Same mats like the freight train x4 (ships/utility/freight_train)To 5.: Yes its for scaledown factor 92, so my model is 92times bigger in milkshape then in real.
Back to front was always enabled. -
ok, for the 1, trust me it’s necessary
i have done a looooooooooot of testing and with a material, without a texture of course but with, it works
without not
i personnaly allways add the box event if it’s less than 18 groups
i don’t think that the collision will works without
for the scale down i advice you to have a ms3d at the same size than the cmpi take the mat and rebuild a cmp
i’ll give you news tomorow -
Found any relevant mistake I made?
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Infinite hitbox parts tutorial
here the tutorial for the integration into the cmp
easier to understand with that after the 4th stage …
i’m back, i’ll take a look at your requests
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Mirkha wrote:
Infinite hitbox parts tutorialhere the tutorial for the integration into the cmp
easier to understand with that after the 4th stage …
i’m back, i’ll take a look at your requests
Where from he took the zomgbayz of corvette? I have no such CMP in my hitbox_tools package. I really don’t understood this video at 3:42.
Man, please, me and my russian friends ask you to make your own video of sur creation from start to end. Please……
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he made one cmp containing a small, very small box. he copied the vmesh library and the .3db node to the final cmp and made multiple parts in the cmpnd node all refering to this .3db node. that he called the parts and the box “zomgbayz” is entirely irrelevant. the name only needs to be unique.
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Gisteron wrote:
Him or one of his team members did this cmp. he only uses it as a reference in the video, for himself, to know what to do and to explain, how to do. for the process itself the file is not required.He’s copypasting domething from this cmp. I cant copypaste same from video!!!
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i’ll be damned… he copy’n’pastes nodes from the cmpnd!
and he changes all the entries within them manually afterwards! do watch the whole video before you ask such stupid questions. he clearly explains what he does with these nodes and it is a matter of 20 secs to make such a node yourself. -
okay, i take on explaining it in russian. here is what i am writing further down:
in the cmpnd node there are group definitions. the first one is called root, all the others are Part_<your custom=“” name=“”>. these nodes contain 3 subnodes. the first (File name) is a string refering to the name of a 3db that is calling for a certain part of a vmesh from the library. the second node (Index) is an integer with 8 bytes. in the first one you write the index number, the second one is 0. doing this, be careful to make the root have an index of 0, too; 1 for the next part, 2 for the third and so on. last, the third node (Object name) is again a string. you can make here any unique name you can think of, up to 32 characters, while the root node is called “Root”. your Cmpnd|Cons|Fix node will refer to the name called here.
now, you can have a tiny box as one vmesh and refer as many parts to it, as you wish via the File name node. with the sur splicer you can then attach each sur part to one of these “boxes” which are too small to be seen for the player. they only serve as anchors for the surparts.</your>
в cmp есть ветка “Cmpnd”. в ней список так называемых групп, или частей. первая зовется “Root”, за ней все “Part_<название>”. каждая етих веток имеют по три ветви внутри себя. первая называется “File name”; в ней простым текстом написано название одной из веток с окончанием “.3db”, вместе с окончанием, конечно. сама “.3db” содержит вызов vmesh из библиотеки вверху. вторая ветвь (Index) содержит интеджер восми-байтовый. просто пишеш в первую строку число для порядка, во вторую 0. при том, “Root” с числом 0, следующая группа 1, третяя 2 и т.д… на конец третяя ветвь (Object name) содержит текстом название, которое вызывается веткой Cmpnd|Cons|Fix, чтобы группа использовалась в модели. группа “Root” тут так и называется.
при всем етом можно сделать мелкую коробку как vmesh и запрашивать в группе 3db относящуюся именно к етой коробке. можно сделать, чтобы несколько груп запрашивали ее. сплайсером ты потом прикалываеш части твоей sur к етим коробкам, которые невидимы дабы посреди корабля. они таким образом просто якоря для sur, а твоя Root остается видимым кораблем.