Can i get some hitbox help?
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I won’t give up on this, will try again after I format and re-install Windows etc.
Grrrrrrr……
Just an afterthought…
Would something in constants.ini cause this? I modified it for collisions because I wanted to reduce the ships bouncing around.
Here’s mine, suggestions for improvements are welcome…
[Constants]
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 800
[EngineEquipConsts]
CRUISE_DISRUPT_TIME = 1
MAX_DELTA_FX_THROTTLE = 0.250000
THROTTLE_STEADY_TIME = 0.500000
THROTTLE_ATTEN_MOD_RANGE = 8.000000
DELTA_THROTTLE_ATTEN_MOD_CHANGING = 8.000000
DELTA_THROTTLE_ATTEN_MOD_STEADY = -1.000000
CRUISE_STEADY_TIME = 2.000000
DELTA_CRUISE_ATTEN_MOD_STEADY = -1.000000
CRUISE_ATTEN_MOD_RANGE = 8.000000
CRUISING_SPEED = 1200
[ShieldEquipConsts]
HULL_DAMAGE_FACTOR = 0.500000
[PhySysConsts]
MATERIAL_FRICTION = 0.100000
;MATERIAL_ELASTICITY = 0.900000
MATERIAL_ELASTICITY = 0.100000
DEFAULT_LINEAR_DAMPING = 0.500000
DEFAULT_ANGULAR_DAMPING = 0.200000, 0.200000, 0.200000
ANOM_LIMITS_MAX_VELOCITY = 2000
[CommConsts]
COMM_PLAYER_FAR_DIST = 6000.000000
COMM_PLAYER_FAR_DIST_ATTEN = 0.000000
CHATTER_MAX_DIST = 3500.000000
CHATTER_MAX_DIST_ATTEN = -16.000000
CHATTER_START_ATTEN = -2.000000
COMM_CONFLICT_PRIORITY_CUTOFF = -3
WALLA_MAX_DIST = 3500.000000
WALLA_MAX_DIST_ATTEN = -24.000000
WALLA_START_ATTEN = -8.000000
WALLA_PRIORITY_CUTOFF = -3 -
i tested just to see … if i can give a hand
- The Export settings are as follows…. * Filename: name of ship.SUR * Orientation: Front to Back * Scaledown Value: 1 * Ship Mass: (See shiparch) * Disable Direct X Mesh Reduction checked off * Number of Groups: 1
are you sure it doens’t miss the shrink wrapped option ?
the test : tie_fighter
the boxes in milkshape after LithUnwrap do his job :
and the result :
we can see my boxes and also the bubbles …
normal or not ?i’ll test tomorow the ship, now it’s time to sleep ^^
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Thanks Mirkha.
Yes I used the shield Bubble option to export, because it is for a small ship. I tried both as 1 group and as 5 groups. I tried for different ships too, both 1 group and 3 groups for others.
The ship and sur look fine in HardCMP, but when resizing in FL Model Tool as scenery (type 2) the FL Server crashes almost immediately, less than 1 or 2 minutes. When resized & saved as ship (type 4) it crashes within 3-20 minutes, with my original spliced surs or a resized standard ship sur it runs for hours without crashing.
For testing, I am using the sur for NPC ships attacking one of my base ships which destroys hundreds of them. I am friendly to all, and observing in a different ship type, to be sure my ship is not interfering.
At the same time, Forsaken tells me that on his PC, Freelancer automatically reconstructs a deleted path file, on mine it does not!
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which path file ?
the : My documents \ my games \ freelancer \ accts \ singleplayer??
if yes i think you just need to start the singleplayer one time and save
so i maded a test
mount the new tie as a base in Kuatand it seems to work
i don’t know what is the difference if using like a npc …
but in my experience i don’t have seen any ships/bases who work in a system don’t work with npcthe only difference with the Forsaken tutorial is that i use th 1.1 sur exporter because i cannot use the 1.2 on my milkshape -____-
sorry to ask, maybe i don’t understand or miss the information in this thread but if you want a bubble for the small ship, why don’t take a freelancer bubble one and change her shape with flmodeltools ?
you can scale axes by axes so you can change the shape… -
Thanks Mirkha.
I mean the path files between systems, in \data\universe folder - my mod does not reconstruct them when they are deleted, but standard FL does when you start FLServer.exe, very strange, I will find out what is causing that in my mod.
OK I can create the .sur files but when the ships using them get destroyed the FLServer crashes. Testing just by wearing one on your ship is never enough, I had many problems in the past 2-3 years that I have been making them and it often took several tries to get a fuilkly working one.
I am also using exporter v1.1, because v1.2 makes bad surs very often and other people advised to not use it.
This method is simple but I have not been able to make even one fully working sur file, they can take many kills before they fail, indicating something is “almost right” but not 100%.
Of course we don’t put all the sur components into our sur files that FL standard surs do have.
Yes I can either resize a standard FL ship sur, or even just resize a shield bubble like li_freighter_shield.sur only, but I do have pride in getting my own sur files into the game for each ship! Unfortunately I am a perfectionist in some ways.
I appreciate your helping out with this guys, it seems my own PC or setup is faulty somehow, I am not sure where to start but I will try making the sur on another PC - and maybe also reformat this PC’s hard disk and install windows and everything again.
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oh ok
flscan can built your path files if i remember wellok for the ship i’ll test in flight and see if my server crash when the tie fighter explodes
another thing, why don’t you use the first Dev technique ?
the sur exporter can export 18 under part for the sur
i’m quite sure you can cover a small ship with less than 18 parts
and after use the sursplicer
it doesn’t take long time
just export 4 or 5 sur parts, splice and add the Cons\Fix nod in the CMPi tested the forsaken method and i save maybe 5 minutes only for the tie …
it’s 5 minutes ok but i’m sure this technique works very well -
so i tested the ship in combat
i took the ship and died several times without any fl crash
the npc with this ship died without any fl crashesi can give you the ship, so you can test on your server ?
or give me one and i test by myself