Anyone else still need a SUR generator?
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Do you mean when a missile launcher is inside the hitbox (the hitbox is bigger than the ship or above the ship surface)?
inside the hitbox
i don’t have made more tests on that because i put the hitbox as near as possible from the hull, so … the hardpoint is well placed, especially for a small shipi really think about an interaction between the missile’s hitbox and the ship’s hitbox
oh … and for the carrots …
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StarTrader wrote:
adoxa - Well I got 3 crash logs, the common factor is use object 50 to the DevilRay, which is where the NPC’s Countermeasure Dropper is mounted - indicating a missile is onto him.
Adoxa - Sorry, that was incorrect, hpid 50 is the shield batteries.
But you got your own results anyway.
In the meantime, I changed the missiles to cannons and it still crashed.
I will go through the rest of the isolation anyway in case it gives us any more.
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I replaced all weapons with missiles, no crash in 2 hours.
Cannons crash FLServer, missiles don’t - but I will try to test for longer too.
Does anyone know what is the difference between missile collision testing and cannonfire collision testing as far as surs go?
Merry Christmas everyone.
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first difference i’d start with is that missiles or any projectiles with DA_archetype’s do have a geometry and are no simple particles. vanilla missile models do also have a fitting sur file while effect based projectiles have none. surs as we know are entirely called server-side while vmeshes and effects are clientside.
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Don’t missiles explode when they are in some distance, not on collision?
Edit: From weapon_equip:
detonation_dist = 4
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But as missiles don’t cause a crash…
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Looks like it’s hardpoints causing the problems (at least in Quarks’ mod). I’ve attached a new plugin to see if your log matches mine. It only logs what should be causing the crash, but since I didn’t determine why, potential causes are logged, too. Here’s what a crash should look like:
12:37:16.937: idx = -3, end = 0x33E6B5C object 1 = 2001 equipment\models\weapons\li_heavy_ion_blaster.cmp object 2 = 0067 CRC 1 = 0x12688F2D CRC 2 = 0x00000000 12:37:16.937: idx = -2, end = 0x33E6B5C object 1 = crash! object 2 = 0067 CRC 1 = 0x12688F2D CRC 2 = 0x00000000 ```Idx is the collision item (relative to end). The idx before the crash should be one less than the crash, with end being the same for both (turns out the object occurs twice; sometimes it is destroyed in the first, which causes the crash in the second). 2001 is the type for CEquipmentObj (0067 is CBeam); this is all you'll see, since it's all that's logged. I wasn't able to determine the hardpoint name, but the next best thing is the archetype it uses. Shooting the weapons off a player ship doesn't crash, so I guess it's just an NPC thing. How to solve it is still unknown. All I can think to try is adding the hardpoints to the sur, but I don't know if you can do that. I'll have to get moving on the exporter…
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Anyone tried 2 remove the weapon’s SUR?
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Adoxa - Thanks, I’ll try it out asap.
F!R - well that would defeat the objective, which in my opinion is to create surs as close to vanilla surs as possible, not remove existing functionality. For me it’s a double-challenge, to emulate the originals and that they should also work flawlessly over a long test period.
I did make a sur for the no_gunship_turret.cmp (because LS’s Error Checker called it out) and that caused constant, immediate crashes when ships using it were in combat in the system. It could be that my sur was bad, of course, but I’ve not investigated that, I just removed the sur.
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An update from my part: I have finished the geometry conversion and tree generation. The generated meshes seem to work most of the time (over 1000 groups, one works with over 3000), but in some cases if you fly long enough the collision does not work correctly anymore until you leave the root bounds. I think for the start this is not a problem, maybe there is still an error in the tree generation (I was not able to duplicate the sorting yet, it is more a similar one). If anyone is interested I can convert a mesh for testing. Everything will be attached to root. I can append a hpid section for hpmount if wished.
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No there are no limitation other than you should not use a too high polygon count. On some models FL just froze when I used too much (although this could be related to errors in the file generation process). I will run a polygon reducer anyway if I see there are too much of them, so just give me a mesh that works in FL.
Every group will be automatically separated from convex and not convex geometry and all not connected convex geometry will also be separated in new groups.
I would say it’s easiest for me if you give me the .cmp file, then I can test myself more easily and see whether there might be still errors. If the .mat is not too big you can include it aswell.
The best would be that I can post it here in the forum together with the generated .sur so that more people can check for errors.
If everything works I can start including more features, like multipart meshes (hi Skotty :P) etc. Maybe I release a public version for further testing before that, we will see.
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Well that’s ok. Construct the geometry and save it as .obj. I can convert it and send it to you if you want to test it alone (it’s better than no one testing :D). Mind that everything will be attached to root for now.
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Skotty was kind enough to help me testing for bugs and I was able to find and solve a few. Collision really looks promising now. I have attached the generated .sur for the DevilRay ship which caused problems for some. It is not multipart! Geometry is converted 1:1, I only used a poly reducer on it. See it as a stress test, ideally you would use the convex hulls for the single parts but that’s the next step…
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I’m all for a new way of getting surs to work. As we already have Lancers sur utility, i’ve found with regular use that for me at least it works as i want it to with certain types of models.
With the ELITE ship pack i’ve just done (still waiting for approval btw), it was great due to the shapes of the ships involved and produced some really form fitting surs.
On more odd shaped modles like the Starlancer ships, it’s a different story, specially on the larger ones. This ship is called a Mammoth freighter and looks like this with LS’s sur builder on a single group model
Works but it’s ugly. Yes, i know i should break it up but with over a 100 models to do sur files for, i’m looking for an easier solution than carving all the models up and in some cases, by the time i’ve done that it will be the year 3278.
Now using the same ship and the sur exporter 1.1, i’ve got this,
Exactly what i’m looking for although i could lose the shield bubble as i don’t really want that, but the rest of the sur is as it should be.
One small problem, it doesn’t bloody work, which is a shame as this would be an ideal solution. Now i hate surs with a passion, don’t understand them at all and never will, but i’d like to know why the sur exporter version is faulty. Looks fine, i can generate surs for all the models that look like that, form fitting and so on, but all are faulty. Has someone not looked at maybe fixing this exporter?
If not then maybe they should. If this new idea i see being discussed works, then i’m all for it, anything to achieve a working version of the sur above would be nice