Making Surs for 3dbs
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the vanilla model of the nomad fighter is a 3db. my animated version of it as cmp is working with a copy of the 3db’s sur file. dunno whether ther is however difference, but i know that i can be hit by gun and collide with solars and spaceships and that there is nothing the spew complains about.
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Can you not resize the standard asteroid .3db’s and .surs to make new sized ones? Shape should not matter so much?
Sorry if I’m missing anything, just jumped in to suggest this.
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Aigle-Imperial wrote:
Plain asteroid models. What were your settings? Oh and they are single group.Ya, they have to be single group or they won’t work. As for the settings, I always have to play around with them to get the optimal result. Upload the models and let me have a go with them.
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Here’s one of them (the one I’m testing with, going by the principle that once I get this one working, I can do all the others in exactly the same way.)
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See if this works? Haven’t tested it myself but used settings that made a decent hitbox.
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I had this problem too with surs for custom 3db asteroids and the problem is in sur root group.
If you dump a vanilla asteroid sur you will see that the root group is replaced by 00 00 00 00 .
So open the custom sur with a hex editor and replace all occureces of2D8F6812
with```
00000000 -
@ Sushi: I tested it with the same results as before, detects hits from time to time but very unreliable. What were your settings?
@Star Trader: Tis basically a very good idea, the only problem however is that you cannot create any new and extraordinary shapes this way.
@cata123: Thanks for the hint, I’ll try it out.
Edit: Works indeed, thanks again!
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Hmm, after extensive tests I have found the scheme to be reliable but not 100% reliable. Using only one asteroid model with one single part sur, there are still some asteroids that don’t detect hits, although other asteroids that use the same model and sur and are only 50 metres from the described ones are working properly.
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One curiosity : you can test the model changing the type of sur .
Types of sur are :- 02 - scenery
- 03 - weapon/ammo/damage object
- 04 - ship /station
This is how it’s named in FLModelTool .
I wonder if you try with another type of sur , what is the result.
The type is at 6C offset in each single mesh sur ; you can change also with hex editor.
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cata123 wrote:
One curiosity : you can test the model changing the type of sur .That is misinformation - it is not type but the count of tags within the first sur part. I think this was discussed in one of the sur generator threads. Use SurDump to view the structure of a sur (or turn on logging in the MilkShape importer).