SURs - How to: #4 - Example: Fighter
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.OBJ to .SUR Converter - How To:
#4 - Example: Multi-Part Fighter
Of course, to learn something you need practical situations to use it!
In this case, we will create a new, a bit more accurate .SUR for the Rheinland Heavy Fighter - Valkyrie.Preparations
Example Files DownloadTo begin, we need to import the fighter’s model with hardpoints! Remove all uninteresting hardpoints (HP_RunningLight, Dp_Whatever), just keep those that need a collision mesh (weapons, shield).
As teached here, try to cut the ship into pieces to the shapes you want. Because we don’t need a very accurate physical model here, it will be enough to cut Root into 3 main components. I also cut those weapon platforms so the convex model of Root won’t cover the hardpoints there. For the tail I removed those weapon platforms, because they are so small, nobody will notice.
For the hardpoints I used cubes of 111 in size. Place them where your hardpoints are, remove these little hardpoint-triangles and rename your cube to the particular hardpoint.
The tail’s hardpoints will collide now at its sides and they can be shot without any obstacle.The next step is to make the .SUR meshes convex as shown here. The Convex Tool added endings to every new, convex mesh. You must remove those endings of every hardpoint so their names are identical to those in your .CMP.
I also recommend to sort all parts on a logical way, means: child parts below parent parts.Converting
Now export the convex model to .OBJ and open Schmackbolzen’s .OBJ to .SUR Converter. Load the file and set all static parts to Static, all hardpoints to Hardpoint. In this case, we will make the Valkyrie’s wings Static, not moveable (since the animation is never used and we wouldn’t collide as said here).
Now we need to find out what mesh/part belongs to what. For this, open the Valkyrie’s .CMP and take a look into the FIX and REV file. As you will see, every Static object is parented to Root, so we don’t need to change anything (blank means Root). But some hardpoints are parented to the wings and some to the tail. To find that out you can use for example the HardCMP Editor.
Time to convert the model!
After taking a close look we see a little mistake.
This is because the Valkyrie’s wings have an offset. In this case you can find it at Origin (REV, PRIS), because the wings are meant to be animated. Everything in the FIX uses Offset. But in the end, there is no difference!To solve this problem, do what I already explained here (point 5). Take the offset values and negate them. So they should look, for example, like this:
Now that you did this for both wings, it is time to convert again.
And voilá, it looks exactly as we want it!
That’s it. All the magic to create the “perfect” SUR for your ship and every other object.
Any questions? Ask!
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Wonderful tutorial!
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Very well done, and thanks, Skotty.