How to increase mass to dynamic asteroids?
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I’m currently looking for a way to even attach new .surs to .3dbs. After I can do that maybe we can try applying mass to dynamic asteroids. Has anyone been successful in accomplishing this?
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@ Sushi
Are you talking about things like planets, cargo pods etc? If so the LS’s sur buider is the tool for you. I’ve created surs for all formats, cmp’s, 3db’s, no matter if its a scenery part, planet, cargo pod or whatever, all work.
Hope that’s what you mean
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Awesome. I didn’t know it did that. I’ll have to give this a whirl then
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So, I’ve tried using LS’s tool for the .3db and, in game, it doesn’t attached the .sur to the model. I tried making it for our new missiles/torpedos.
Can anyone confirm they work for .3db models?
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Hm. When I attach them to missile/torps that are released from craft there are no attached .surs with them.
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Sushi, you are confusing me.
What do you mean “attach”?
You don’t attach any sur. It must just have exactly the same name as the .3db, and must be in the same folder, that is all:
e.g. asteroid1.3db; asteroid1.sur
e.g. mybigbadship.cmp; mybigbadship.sur
e.g. myblastermissile.3db; myblastermissile.sur
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Yes, I realize that. By attach I mean in the game the missiles are without a hitbox even though there is an appropriate .sur file made. That means, to me, while in game the freelancer engine isn’t joining the .3db and .sur, for some reason, whether this be my error or not.
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Ah, OK now I understand. (I’m easily confused these days as you all know!) lol
I guess it’s because you want to be able to destroy them with gunfire as they fly?
All missiles in the game use the li_rad_missile.3db and li_rad_missile.sur file, and torpedoes use ge_torpedo.3db and ge_torpedo.sur
Mines can be destroyed, I’ve done that, but I’m not sure about missiles, I’ve not tried that. Try giving your missiles the standard 3db and sur files and if that works you should be able to replace them with yours. Let us know what happens.
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Vital wrote:
You can’t destroy your own missiles. Only those launched by(npcs for example).And this was the winning answer. Good to know
Thanks for all the help everyone!
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Quick&Dirty variant:
asteroidarch.ini
[DynamicAsteroid]
nickname = badlands_large1
DA_archetype = solar\asteroids\models\badlands_large.3db
material_library = solar\ast_badlands.mat
explosion_arch = dast_asteroid_explosion
…explosions.ini
[explosion]
nickname = dast_asteroid_explosion
…
process = none
num_child_pieces = 1
…
innards_debris_num = 1
innards_debris_radius = 1
…
innards_debris_object = simple_badlands_large1[Simple]
nickname = simple_badlands_large1
DA_archetype = solar\asteroids\models\badlands_large.3db
material_library = solar\ast_badlands.mat
Mass = 10000 ; <-Our massDunno why, but despite the same DA_archetype parameters this “simple” visually bigger than asteroid itself!
P.S. More intresting - HP, not mass.
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To the original title, I simply increased the mass in the sur file. Once I did that the dynamic asteroid behaved different…
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Original question was “How?” but not “It works?”
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When you export a sur you put in the mass you want. I don’t know where the value is stored in the sur file to change it with a hex editor - it could be the X, Y and Z inertia values? - anyone know?
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Cannon writes Intertia …
How about milkshape sur import and then sur export?
There is a mass value in the form. -
mass = inertial mass, thats what I changed, I simply increased it
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I know that “mass” value must be changed and it is simple. But wich util or method - i don’t know.
I will try again: Utf editor does not show sur contents, sur dump does not show mass.