Custom SURs
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**Thanks Bejaymac, thats what I needed to know.
If anyone is interested, there is a site with some info about the Havok engine. Go to google and do a search on
IVP_Controller_Phantom
that is found in Common.dll. You will see what I mean
There should only be 3 items found, look at the first or second one. Many of the nicknames dealing with sur collisions found in the Common.dll can be found on this siteā¦.If you find out this is pirated info, let me know and I will remove this part of my post.**
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Iāve found a problem. I e-mailed BJ about it, but I wanted to open it to everyone, as well. Iāve completed three SUR files: one for PanterXās Hellhound, one for the Basilisk ship Iāve seen floating around in several mods, and one for PanterXās Fury.
All three of them get hit detectionā¦ most of the time. However, when shots come in from certain angles, they completely pass through the ship. Iāve checked and am certain that they arenāt slightly missing the ship, Iāve seen shots go through dead center. It seems to occur at several angles, most notably from straight ahead. I think that where it hits is irrelavent, only the angle at which it hits is relavent. I wouldnāt place my confidence on this at 100%, however.
So, has anyone encountered the problem before? Or have any idea on possible causes/solutions?
MK
edit
I regrouped the model to reduce the number of components (I speak of the Fury here). The problem remains, however. I also noticed that for ~75% of the ship, whenever something hits the hull, the hit effect doesnāt show up. Odd.
At any rate, BJās SUR file for the Hellhound works like a charm, and my own works well, but the Fury is not taking many hits. Or is it? Perhaps itās my imagination. Would one of you be will to take a look in-game and see if Iām getting adaquate hits? Barring that, or perhaps in addition to that, could someone in the know look at my MS3D files to make sure Iāve got everything right? I did it (I think) just like my Hellhound, so Iām wondering why this wonāt work.
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Hey, first post.
Iām Sov, hitbox dude over from Freeworlds.
Iāve got the same problems everyone has, exact same as you mknote. Iāve got the chance to extensively test all the ships Iām working on as static objects, some are headaches to say the least. Iāve gotten several ships with completely custom boxes done and 100% functional, where others give me all sorts of bizarre problems no matter how much redesign work I do.
I think this is a nearly hopeless art, but perhaps someday someone will come through with an answer. In the meantime if you have a troublesome ship, the simpler the box, the better chance it will work it seems. Often enough no matter what shape the box, simply the location on the ship effects it. I have an area on one of our capital ships Iām working on right now that consistently fails to function, I can fly and shoot right through it no matter what shape I cover it with in MS3D.
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Im getting the same issue, problem is, no matter how many times i export from milkshape, the sur NEVER gets past the ROOT sur. ever. it worked ONCE, then it just decided to give me the finger and run off
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TBH if it doesnāt fit inside a dreadnoughts docking bay then donāt waste your time with the shield bubble setting, stick to shrinkwrap and the splicer for larger objects. FL only uses the bubble format with the [Ship] FIGHTER & FREIGHTER types, used with any other type and only the Root will register.
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Ditto that, I splice every single ship & object I do, and weāve ditched shield bubbles all together shrinkwrapping everything. I never had much luck exporting the entire box at once, HardCMP would often see the box correctly but it would remain completely non-functional.
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Check this out guysā¦
Iām Very Sad it did not emerge until now that this is possible, it saves HOURS of work making sur parts convex.
http://forums.seriouszone.com/showthread.php?t=56348
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ROFLMFAO ;D ;D ;D Thatās how I used to make my Rootās, I stopped using it so I could do really skin tight SURs.
EDIT
There are a couple of things you need to watch out for with this, high poly models can give you overlapping polygons in the shrinkwrap (very bad news), there are also instances when the shrinkwrap isnāt properly formed around your mesh.PS. I still use this for my damage cap SURs, export the damage mesh to get it āwrappedā, import the SUR & delete the Root group, weld it and then export the SUR again, strip the new āwrapā with the splicer, change the SUR type with FlModelTool, and because proper 3DBās donāt have āRootsā I then hex edit it to change the Root ID tag.
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I had a couple of shapes the plugin would not make proper condoms for, it would leave part of the shape uncovered.
So I finally had to revert back to Havok and 3DS Max for help, increased the vert count to 640 (why? cos itās quick to stick a ā0ā after the default 64!) then it worked.
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PS. I still use this for my damage cap SURs, export the damage mesh to get it āwrappedā, import the SUR & delete the Root group, weld it and then export the SUR again, strip the new āwrapā with the splicer, change the SUR type with FlModelTool, and because proper 3DBās donāt have āRootsā I then hex edit it to change the Root ID tag.
Sorry to pull this back up, but what do you edit it to?
MK
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What your doing MK is changing the hex code for Root to 00000000, so you need to do a find and replace with 2D8F6812 & 00000000.
Open the unedited SUR in FLModelTool and find the line-
TriangleID : 0x12688F2D - āRootā
This is the component ID tag, by editing it your changing it to this-
TriangleID : 0x00000000 - āUnknown_Mesh_00000000ā
This is how DA dealt with almost all of their 3db SURs, a universal code for all, and itās probably why we donāt have to designate which SUR goes where, unlike CMPs,3DBs & MATs.
Now for the rest it depends on how many polygons are in the component as to how many 2D8F6812 you have to change. At least 1 for the tag and 1 for each entry in the āVertex Listā.
Vertex list :
No Vertex X Vertex Y Vertex Z Mesh ID
23.683247 16.516876 -559.246155 Root
-0.000805 -16.521967 -559.246338 Root
-0.000805 16.516701 -559.246338 Root
23.683247 -16.522165 -559.246155 Root
-23.684851 -16.488482 -559.245728 Root
-23.684851 16.516876 -559.245728 RootAfter youāve edited it youāll get something like this-
Vertex list :
No Vertex X Vertex Y Vertex Z Mesh ID
23.683247 16.516876 -559.246155 Unknown_Mesh_00000000
-0.000805 -16.521967 -559.246338 Unknown_Mesh_00000000
-0.000805 16.516701 -559.246338 Unknown_Mesh_00000000
23.683247 -16.522165 -559.246155 Unknown_Mesh_00000000
-23.684851 -16.488482 -559.245728 Unknown_Mesh_00000000
-23.684851 16.516876 -559.245728 Unknown_Mesh_00000000Using this method I had several ships flying around with custom shield bubbles & damage cap SURs.
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Ah! Ah ha! Ah ha ha ha! HA HA HA! <degenerates into=āā mindless=āā cackling=āā>It works! IT WORKS! Iāve been trying to do this since I got normal SURs to work. Here is the trick: DONāT USE FLMODELTOOL. The version I use, at least, screws up the positioning of the SUR, making it at the center of the model instead of where itās supposed to be. Just hex edit the 4 to a 3 to change the type correctly, and bypass FLModelTool completely.
MK</degenerates>
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Hi guysā¦ um got a Q for you all as you seem to be the .sur file gods hehe
Iāve got around 200 ships to (hehe) ācondomā (lol) some of them are quite wierd shaped and not normal at allā¦
Is there a repository of .sur files anywere?? (besides the vannila ones)ā¦ would save alot of time as im a total n00b when it comes to modeling (yeah i admit my failuresā¦ from time to time hehe) and all this stuff makes my brain hurt loloh and i can use the model tool and ms3d fineā¦ (BTW thereās a model tool that worksā¦ and one that dontā¦ the one that āworksā gives u the option of resizing the surā¦ the one that dont just trys to wrap it around the ship automaticly and most of the time fails)ā¦ Im just new to all the ānewā ways of doing thingsā¦ still stuck in 2007 (lmao) when i fell offlineā¦
also if i have to ācustomā .sur all the new modelsā¦ Iāll be here till this time next yearā¦ just āprimitivesā would be great for now untill i have the time to play a little more with themā¦
Cheers.
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yes yes thatās the versionā¦ i used the other newer one and it does wierd things to the .sur
thanks for the help Bejaymac ;D thats the method im using nowā¦ yes far from āperfectā for those
big slabs of āspaceā but itāll do for the time being (hehe time i recruit a hitboxer hehe) ;D