Need help with sur
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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
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Mirkha wrote:
Infinite hitbox parts tutorialhere 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
Where from he took the zomgbayz of corvette? I have no such CMP in my hitbox_tools package. I really don’t understood this video at 3:42.
Man, please, me and my russian friends ask you to make your own video of sur creation from start to end. Please……
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he made one cmp containing a small, very small box. he copied the vmesh library and the .3db node to the final cmp and made multiple parts in the cmpnd node all refering to this .3db node. that he called the parts and the box “zomgbayz” is entirely irrelevant. the name only needs to be unique.
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Gisteron wrote:
Him or one of his team members did this cmp. he only uses it as a reference in the video, for himself, to know what to do and to explain, how to do. for the process itself the file is not required.He’s copypasting domething from this cmp. I cant copypaste same from video!!!
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i’ll be damned… he copy’n’pastes nodes from the cmpnd!
and he changes all the entries within them manually afterwards! do watch the whole video before you ask such stupid questions. he clearly explains what he does with these nodes and it is a matter of 20 secs to make such a node yourself. -
okay, i take on explaining it in russian. here is what i am writing further down:
in the cmpnd node there are group definitions. the first one is called root, all the others are Part_<your custom=“” name=“”>. these nodes contain 3 subnodes. the first (File name) is a string refering to the name of a 3db that is calling for a certain part of a vmesh from the library. the second node (Index) is an integer with 8 bytes. in the first one you write the index number, the second one is 0. doing this, be careful to make the root have an index of 0, too; 1 for the next part, 2 for the third and so on. last, the third node (Object name) is again a string. you can make here any unique name you can think of, up to 32 characters, while the root node is called “Root”. your Cmpnd|Cons|Fix node will refer to the name called here.
now, you can have a tiny box as one vmesh and refer as many parts to it, as you wish via the File name node. with the sur splicer you can then attach each sur part to one of these “boxes” which are too small to be seen for the player. they only serve as anchors for the surparts.</your>
в cmp есть ветка “Cmpnd”. в ней список так называемых групп, или частей. первая зовется “Root”, за ней все “Part_<название>”. каждая етих веток имеют по три ветви внутри себя. первая называется “File name”; в ней простым текстом написано название одной из веток с окончанием “.3db”, вместе с окончанием, конечно. сама “.3db” содержит вызов vmesh из библиотеки вверху. вторая ветвь (Index) содержит интеджер восми-байтовый. просто пишеш в первую строку число для порядка, во вторую 0. при том, “Root” с числом 0, следующая группа 1, третяя 2 и т.д… на конец третяя ветвь (Object name) содержит текстом название, которое вызывается веткой Cmpnd|Cons|Fix, чтобы группа использовалась в модели. группа “Root” тут так и называется.
при всем етом можно сделать мелкую коробку как vmesh и запрашивать в группе 3db относящуюся именно к етой коробке. можно сделать, чтобы несколько груп запрашивали ее. сплайсером ты потом прикалываеш части твоей sur к етим коробкам, которые невидимы дабы посреди корабля. они таким образом просто якоря для sur, а твоя Root остается видимым кораблем.
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Man, please, me and my russian friends ask you to make your own video of sur creation from start to end. Please……
it’s on the way
i made one in french, and superd is currently translating the video in Englishjust a little more patience i think the video is more didactic
i take the time to tell what i’m doingwhat i can say about the square we add in the cmp
follow me :- you have one cmp (the model)
- you want to add the reference to the differents hitbox parts
but, if you add all these hitbox parts directly into the cmp, it doesn’t work
what you need to do is :
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a blank cmp –-> a square from scratch with a blank texture, so this cmp doesn’t have a sur (so you can pass throught) and doesn’t have a texture (so you cannot see it)
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you add it to the first cmp, exactly as if you want to build a composed cmp
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and you can put the reference to the hitbox but not directly “attached” to the model but to the square
and of course these references have, ingame, the shape of the model so : you don’t see any differences
–> you have two cmp in one file
one is the model, one is to… how can i say it, to support the hitbox. -
Nova:
To understand how the sur works:-
Every sur part of a sur file must be the same name as a group in the cmp.
These silly people insist on using stupid names for the sur parts, like zomgbayxx. This really is a stupid name. It means (z is a dash) "- Oh My God Bay"xx where xx = 01, 02, 03 etc.
So because there is no group in the cmp that is named zomgbayxx, they make a “dummy” part (a cube or a sphere), and they put it in the cmp and name it zomgbayxx.
Then they copy the dummy part and paste it as many times as they have sur parts, and then rename the xx to 01, 02, 03, 04 and so on.
This is what the video is showing, it is not showing how to make the sur parts because the author already made them - you will see them in one of the explorer windows.
Don’t do this!
People already find it difficult enough to make sur files because of accidentally convex sur parts. These daft names and dummy boxes make it even more difficult to understand and clutter the model unnecessarily.
When it is necessary to add dummy boxes is when there are more sur parts than cmp groups. This can happen with large models, but even then, it is a lot better to break up one or more of the cmp groups to make more groups. I have never had a problem with quantities of sur parts doing it this way.
Do this:
If your model has less than 18 cmp groups, and each one already has a unique group name, then use these names for your sur parts.
Make sure that the part covering the largest, central part of the ship is at the top of the groups list, because this will be the root sur part. If it is not easy to make a convex sur part for this, I usually add one sphere, put it at the origin, resize it so it just fits inside the ship body, and then I use this as the root sur part.
If you have more than 18 groups, then as you know, the cmp exporter can’t export them all. But if you are clever you can make almost any ship in 18 groups or less.
If you are very clever you can use the cmp splicing method to make two cmp’s each with up to 18 groups, and splice them together. Just be sure you have unique names for all the groups and you can use those to make your sur file.
If you are a little more clever then you should name your sur parts with “_lod1” on the end of the name, use these names in the input ini file for Sur Splicer when you splice, and then after you use Sur Splicer to make the sur file from them, you don’t need to import the cons_fix file, because this is all it does.
One thing I haven’t tried:- Lancer Solurus said recently that the latest version of his Sur Builder will build a sur file from sur part files if you select the folder where the sur part files are saved. So then you don’t need to use Sur Splicer. I will try this some time.
I hope this helps to clarify the process.