Sur position problem
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Hello. I remade some of the station models and added animation doors.
But when I convert it from obj to sur the moving surs don’t stay where the obj mesh is located like in this picture:There is the model opened in the new UTF editor.
And here is how the docking bay surs stay.
In OBJ-SUR converter, here is how the meshes look.
To mention that i tried to put object center to 0,0,0 too, to automatic, add root mesh as “static”, moving parts belonging to root, but this is the best result so far.
Why those doors stay like that, any ideas ? -
It’s all related to how parts and hitboxes are arranged in modeling software prior to exporting. Most likely your door hitbox groups in obj happen to have extra offset they don’t need (sur parts inherit position and orientation of compound parts they’re assigned to).
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This is even weirder. I tried to export sur mesh as obj with 3dsmax, and i saw it didn’t export with dot as name, like door03.rev exports as door03_rev and noticed later, when sur was invisible, don’t match name in sur with cmp model.
And in UTF editor it showed perfectly matched:So I changed just the mesh name inside sur with hex editor.
After I put names correclty I checked again the sur, and surprise:
This is how the sur look like:And I didn’t modify any of vertex coordinates.
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I’d double check with HardCMP to see if there’s a difference, I’ve had next to no feedback on whether the SUR viewer in the UTF Editor actually works properly.
If HardCMP displays it correctly, I’d appreciate having access to your model and SUR to debug the issue.
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Well I’m with Treewyrm on this one, the Position/Offset data for the doors is probably the cause of your problem.
@FriendlyFire: It works well with all the surs I have created so far. Attached is a picture of my animated jump gate.
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Glad to hear it! I’m just saying that considering how recent the viewer features are, it’s very possible there are still bugs lurking beneath