Need help with sur
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Thank you, I bookmarked and downloaded and will play with this as soon as I have the chance to do so. More questions coming I’m sure
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Nova wrote:
z_shadow_1.sur Root z_shadow_2.sur zomgbayz01 z_shadow_3.sur zomgbayz02 z_shadow_4.sur zomgbayz03 z_shadow_5.sur zomgbayz04 z_shadow_6.sur zomgbayz05 z_shadow_7.sur zomgbayz06 z_shadow_8.sur zomgbayz07 z_shadow_9.sur zomgbayz08 z_shadow_10.sur zomgbayz09 z_shadow_11.sur zomgbayz10 z_shadow_12.sur zomgbayz11 z_shadow_13.sur zomgbayz12 z_shadow_14.sur zomgbayz13 ............
Where is this from? I need to imagine the future parts or what?
it’s in the ini.ini present in the hitbox_tools.rar
take a look at it
you have to fill it with as many parts you have doneedit : and of course change the names to match to your cmp
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in fact you can put what you want for the names but it have to match in the entire cmp
i prefere keep zomgbayzXXX at the end, therefore i can just drag and drop from another cmp@Nova : you have one part ? i don’t understand
you talk about your cmp ?
if yes, nevermind, you have to draw the boxes around your cmp in 3dsmax and then export all these boxes and follow the tutorial -
Because he has made very many.
You should see his hair - he doesn’t have much left!
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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