Custom SURs
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I’ve found a problem. I e-mailed BJ about it, but I wanted to open it to everyone, as well. I’ve completed three SUR files: one for PanterX’s Hellhound, one for the Basilisk ship I’ve seen floating around in several mods, and one for PanterX’s Fury.
All three of them get hit detection… most of the time. However, when shots come in from certain angles, they completely pass through the ship. I’ve checked and am certain that they aren’t slightly missing the ship, I’ve 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 wouldn’t 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 doesn’t show up. Odd.
At any rate, BJ’s 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 it’s my imagination. Would one of you be will to take a look in-game and see if I’m getting adaquate hits? Barring that, or perhaps in addition to that, could someone in the know look at my MS3D files to make sure I’ve got everything right? I did it (I think) just like my Hellhound, so I’m wondering why this won’t work.
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Hey, first post.
I’m Sov, hitbox dude over from Freeworlds.
I’ve got the same problems everyone has, exact same as you mknote. I’ve got the chance to extensively test all the ships I’m working on as static objects, some are headaches to say the least. I’ve 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 I’m 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 doesn’t fit inside a dreadnoughts docking bay then don’t 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 we’ve 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 guys…
I’m 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 That’s how I used to make my Root’s, 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 isn’t properly formed around your mesh.PS. I still use this for my damage cap SURs, export the damage mesh to get it “wrapped”, import the SUR & delete the Root group, weld it and then export the SUR again, strip the new “wrap” with the splicer, change the SUR type with FlModelTool, and because proper 3DB’s don’t have “Roots” 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 it’s quick to stick a ‘0’ 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 “wrapped”, import the SUR & delete the Root group, weld it and then export the SUR again, strip the new “wrap” with the splicer, change the SUR type with FlModelTool, and because proper 3DB’s don’t have “Roots” 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 - “Root”
This is the component ID tag, by editing it your changing it to this-
TriangleID : 0x00000000 - “Unknown_Mesh_00000000”
This is how DA dealt with almost all of their 3db SURs, a universal code for all, and it’s probably why we don’t 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 “Vertex List”.
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 you’ve edited it you’ll 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=“” mindless=“” cackling=“”>It works! IT WORKS! I’ve been trying to do this since I got normal SURs to work. Here is the trick: DON’T 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 it’s 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 guys… um got a Q for you all as you seem to be the .sur file gods hehe
I’ve got around 200 ships to (hehe) “condom” (lol) some of them are quite wierd shaped and not normal at all…
Is there a repository of .sur files anywere?? (besides the vannila ones)… would save alot of time as im a total n00b when it comes to modeling (yeah i admit my failures… from time to time hehe) and all this stuff makes my brain hurt loloh and i can use the model tool and ms3d fine… (BTW there’s a model tool that works… and one that dont… the one that “works” gives u the option of resizing the sur… the one that dont just trys to wrap it around the ship automaticly and most of the time fails)… Im just new to all the “new” ways of doing things… still stuck in 2007 (lmao) when i fell offline…
also if i have to “custom” .sur all the new models… I’ll be here till this time next year… just “primitives” would be great for now untill i have the time to play a little more with them…
Cheers.
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yes yes that’s the version… 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 now… yes far from “perfect” for those
big slabs of “space” but it’ll do for the time being (hehe time i recruit a hitboxer hehe) ;D