MSConvexTool question
-
Picking up from this string here, I need a clarification plz.
I am trying to use the obj to sur converter program and the Convex Tool on my model to make the sur. My usual routine is to export the cmp in one group, and have made the sur parts in multiple parts. But I am having difficulties getting npcs to hit the hull after dropping it’s shields in game. What settings both in Ms3d and in the converter do I need to use to get it to work? Do I need a _lod1 at each group to make it work? (ie:
Milkshape Group Name for cmp:
MainHull_CommandMilkshape Group Name for sur:
MainHull_Command_lod1)Here are 2 SS of my current groupname settings in milkshape:
http://img535.imageshack.us/img535/1396/commandcmpgroups.jpg
http://imageshack.us/photo/my-images/805/commandsurgroups.jpg/
UV_CommandSur02-13 in the cmpgroups.jpg ss are little boxes in the center of the model at the 0,0,0 of xyz, using for the sur geometry to attach to. And before anyone asks, no I am not using the sur splicer program, altho I have used it in the past.Any settings suggestions greatly welcomed. I have another ship that needs a new sur to be done in multiple parts to make it look right, but I need to get this one right so I have a point of reference on how to do the second one.
Edit: ms3d and related files available on request.
Fus
-
If you seperate the sur in multiple groups, you need to do the same of course with the CMP! You can make multiple meshes for one group, but you always need for every sur group an cmp group where it is attached to.
-
Thank you for your reply Skotty. I have cpl more questions, but they will have wait unit I can get home first.
Fus
-
Skotty, My next cpl of questions…
1. Boy this is gonna sound like a math question, but here it goes. If sur file is 13 meshes, and the cmp model uses 5, how many of a multi part cmp do I require? Is it a total of 13, where the first part (Root) has the model’s 5 meshes in the first group, then then the remaining 12 has one mesh per group for the sur parts or…
Is it a total of 14? Group 1(Root) has the 5 meshes for the model, then the remaining 13 has one mesh per group for the sur parts?Question 2:
To make this work with the obj to sur program, in Milkshape do I need to add a “_lod1” at the end of each sur mesh, or do I even need the _lod1?Question 3: the program itself. Since I am making dedicated meshes at the 0 of xyz inside the model, and the sur meshes certainly are not at that location, What settings do I use in the box on the right where it has the checkboxes for Static, Moveable, etc? Do I do static for each part, making Crosshair Center=Automatic (0,0,0 in x/y/z) or some other settings? I seem to recall reading somewhere (FLC or TSP, can’t remember) if you say static for each sur mesh group it(Checkbox) told the program to use the center of the referenced group name or something like that.
Enuf questions for now…
Fus
-
My answers (Skotty may correct me)!
1. (if I get right) its total of 14 groups (MailHull_Command as Root + 13 parts)
2. Yes _lod1 is necessary as u already did for .obj export! Here is the correct plugin that does it automatically.
3. Seeing that now your CMPs Root part in SUR is omitted (by intention?) u can leave all on automatic. Only then u change the coords (type manually) if u move CMP parts from their default location (like for instance the animations). If u have more meshes for one part (group) it will automatically center crosshair between those meshes.
Hope I helped someway.
Others, feel free to comment.P.S. Sorry for hijacking thread with my own questions, still curious for those answers!
-
To apply multiple sur meshes to the same cmp group, they all need the same name.
It seems like you want use multiple meshes for the root group. In that case, names doesnt matter and you just can leave the Belong to box empty. Thus it attaches them to root and you dont need any more cmp group.
I hope you read my tutorial about this all:
http://the-starport.net/modules/newbb/viewtopic.php?start=0&topic_id=4593&viewmode=flatℴ=ASC&status=&mode=0 -
My apologies Skotty for the confusion. The SS from question three was a old one, and had not been updated after I made the SS from Question one. I tried reading it (the tut for the program) once,but it was extremely confusing, even after reading it a second time, it still is…
sumanuti,
I am unable to get that updated version of the convex tool to show up in my Tools menu of Milkshape.
I think I will zip up my ms3d of my model and sur files, poss the .obj file as well, later tonight, and post them so that you may see what I am doing Skotty. Hopefully you will be able to show me the correct setup so I can duplicate it here at home.
Fus
-
Well, for some reason the exporter isn’t making a Fix file for the Cons/Fix node, any ideas?
Here is the zip file I promised. I am including the following files:
Command_Test.ms3d
Command_Test_Sur.ms3d
Command_Test.obj
Command_Test.cmpHope you can help me out.
Fus
-
Please use P1p3rs CMP Exporter. It’s the best you can find anywhere:
http://the-starport.net/freelancer/forum/viewtopic.php?start=0&topic_id=4450&viewmode=flatℴ=ASC&status=&mode=0
With that you wont have that problem. There are just a few issues with that exporter, but overall its the best.
Oh and please remove all these sur-cmp groups. You don’t need them! Just put multiple sur meshes to the same cmp group. -
Skotty. wrote:
Please use P1p3rs CMP Exporter. It’s the best you can find anywhere:
http://the-starport.net/freelancer/forum/viewtopic.php?start=0&topic_id=4450&viewmode=flatℴ=ASC&status=&mode=0
With that you wont have that problem. There are just a few issues with that exporter, but overall its the best.Wish I could bud, but that’s a no can do. P1p3r’s exporter has never shown up in my ms3d’s File/Import or /export screen, which is why I have to use the cmp exporter 0.2. I don’t know what I am missing on my tower that makes the exporter invisible, but for now, I have to use 0.2.
Skotty. wrote:Oh and please remove all these sur-cmp groups. You don’t need them! Just put multiple sur meshes to the same cmp group.
Huh? If I delete all my UV_SurGroup01-13, how is it gonna attach properly to the cmp w/o having a surface to connect with?
Fus
-
All sur meshes that belong to the same cmp group need the same name.
Sorry, but thats exactly what I wrote in my tutorial.And if the CMP exporter isnt building a FIX file you have to create one by yourself. Use one of the vanilla ships that fit and change the names and coordinates. Or make everything root meshes.
-
Skotty. wrote:
Or make everything root meshes.Let me see if I understand this quote, cuz this is prob what I am gonna have to do.
In the Command_Test.ms3d, I should delete the UV_CommandSurRoot and CommandSur02-13, then export as one group, leaving MainHull_Command (or some other object’s group name) as the name of the Root.
In Command_Test_Sur, I either rename the sur parts to the name of my Root or leave the names alone, and then in the obj to sur program, Don’t check the Static box, which will tell the program to attach the parts to the Root only. By doing these steps, my ship in game can be damaged both by player ships and the NPC’s in my mod. Do I understand correctly?Fus
-
1. Remove all extra meshes you added for sur groups in your CMP (i.e. UV_CommandSur*)
2. Give all meshes the same name and they will become the root part
3. Export all sur meshes with the same name and they will become one group attached to the root of the CMP file. -
Skotty. wrote:
1. Remove all extra meshes you added for sur groups in your CMP (i.e. UV_CommandSur*)
2. Give all meshes the same name and they will become the root part
3. Export all sur meshes with the same name and they will become one group attached to the root of the CMP file.1.Done (CMP file)
2.Done (CMP file, All ship groups named UV_Command)
3.Done (Sur file, name of UV_Command_lod1) Wasn’t sure about the Static part, so I didn’t click that box. If I needed to do that, that’s easy to redo…Fus
-
Skotty,
A big thank you for those instructions, it worked perfectly!!!
Now I know what must be done for future sur file repairs for our mod. Credit will be given in The Underverse credits for your assistance in the next version of our mod.Thank you again,
Fus
-
And, does it work?
Ah sorry, didn’t see that new page here
Yea thanks for the credits. Wouldn’t be necessary.