[Sur Tutorial] Hitbox from 3DSMAX to Freelancer
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it’s very easy to cut your model with 3dsmax and make several cmp
and your sur will be also more accuratei have test tonight to put the no flare field around my base and it works perfectly
in fact you just need to add the code to you system ini file
you can no put the noflare.ini to the asteroid folder and that works finefor one time a freelancer bug help us xD \o/
for the mat issue i have no answer sorry
i use only one mat file by cmp.but in the tutorial, you have to make x-1 spheres and export with the number of cmp part in the first undergoup in the exporter settings
you can do different
just add x-y (y = the number of cmp group) spheres
and name starting with the last sphere. the last must have the last sur name
then export with the v3 and put the total number of groups and 1 in each undergroupthat works fine too
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I Finally got my model working 95%, enough to use it although i would love to get the other 5% to make it perfect.
Here’s what i did
My model comprises of 9 parts so instead of building a single cmp (due to the mat file issue I made 9 indivdual cmps, one for each sectionI built each section in 3DS Max and made sure that the centre of the model was at 0 on all 3 planes when imported into MilkShape (3DS use the base line for the X plane)
I then imported it into MilkShape with autoSmooth checked and made sure it was centred exactly. I export the cmp uising v2 and then resized it using FLModel Tool making a note of the radius.
Next I built an exact copy of the model in 3DS (I never used clone) to use as the the sur but using as few faces and vertices as possible, i.e. my model was a cone with 48 sections and 8 slices but the sur is 24 sections and 1 slice.
I made sur it was centred by dividing the height and exported it without converting to editable mesh. I found that this doesn’t matter for surs either way.
I then imported the sur into MilkShape with autoSmooth unchecked and all I had to do was rotate it. I didn’t adjust it in any other way so as not to screw it up.
I then exported the sur using v1 exporter (the only one that seems to work at the moment) and used sur_splice to mate it to the cmp using the radius I got earlier from FLModel Tool.
I then assembled the model in space by adjusting the location to match them up and made 8 of the sections as children to the main section so that it was selectable in space as a single unit
This method has worked perfectly for each section except the one with the boolean holes in, shame but it’s still early.
Using this method I can have seperate mat files for each section plus the radius when approaching is more accurate and the solar flare only shines through when you are withing that radius
As for the boxed holes for docking they work when you initially enter as i bounced off the roof section but then I tried the floor and passed straight through. Once I had passed through the floor i found that I could now pass through the roof that initially bounced me off. Weird
Has anyone been able to make their own animated docking doors?
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Just a brief pointer or two…
The reason I don’t like to add dummy parts (spheres or dev’s boxes) is that:-
1. I break up my models into sensible names anyway, and use these names with _lod1 on the end.
2. when the ships are destroyed the separate groups break away and spin in space ! Nice!
3. When you group ship parts that use different textures they are combined to use only one texture - messes things up.
4. I don’t want lots of surplus bits if I can avoid it. Duhhh - that’s just me, don’t worry, not criticising.
Hey - I’m very pleased so many of you are now looking into these problems too, maybe a proggie who wrote one of these plugins can help us out to get a better solution? Dev?
Bejaymac?
Where are you?
If you tell us everything you know about the structure of different sur types it may save us a long long time, bud. I might even send you a bottle of Glayva!
(Of course once you’ve done that we’ll have to bump you off!!)
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Any updates or new experiences anyone?
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i had a try at crating surs inside and out this is what the results were
http://fl-onslaught.com/maze.zip
i found if your doing a dome shape you have to split it into 4 and use havok to generate the sur
and its fine inside and out -
Well done, Kosacid.
Excellent Mirkha & co., great news all round, I can’t wait to try.
This will let the more serious modders have a few more years of FL invention and exploration!
Thanks for putting in the time and for sharing with us.
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warning …
just an update to our processthis method work only with the SUR exporter 1.1, cuz the 1.2 don’t have the same algorythm and generate a crash
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yes and rewarning because i can not reproduce this for the base i’m working on
it works for the i7 but not for the skyhook
i don’t understand how and why for the moment so i have to make testsdon’t waste your time for me moment, i give you news as soon as possible.
sorry
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sorry for the late …
we tested a lot of 3dsmax tools and unfortunatly we can not reproduce
actually i’m limit to 18 parts as you
what can you do ? cut your original cmp into x cmp and code it with parent/childrenit’s a little boring but works fine
i have made this one in 3 cmp :
http://www.youtube.com/watch?v=lEJ8xkJ6Oak -
Mirkha, that’s fabulous work!
Here’s an idea for bases guys.
Make component modules for your base instead of one large piece. Think carefully about the design so you can position each piece to connect in the right place to the next.
Then you can have up to 18 groups for each module.
Aldebarran made modular station models that can be positioned using FL Explorer.
Why don’t you have a go, I’m sure you will be pleased with the result, especially if you make sensible modules that you can use in several different station combinations like FL does with the habitats etc?
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Reply to Buck Rogers about baydoor anims (asked back in november oopsy )
Sorry to bust into the convo, was reading and just noticed that particular inquiryHere’s the relevant threads on animations, the last one’s quite lengthy, so bring beer / espresso.
http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=573.0
http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=961.0
http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=462.0
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i have rebuilt all the modular station from aldebaran with correct hitbox
and yes the other dev code them to build modular stationsscale for the next version of fw
so x2 regarding of the initial modules
i don’t know yet if i have the time to scale it back to the initial size because we can’t do it with flmodeltools
he put all the sur part in the center … instead of the right positionto give you an idea
http://www.youtube.com/watch?v=uc5wo3oDjy0i give you all the materials if you want
the .max, .msd3 ect ectbut you need to redo the last part of the process
scale in 3DsMax, export the 3DS
export sur parts
splice all
and make the cmp.just tell me
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Very nice mirkha!
If u share the sur’s for the docks, can u upload them for me?
I would like to include them into NU 1.8 and my next modular station pack (it based on aldebarans modul pack).Greetings
Mind -
http://files.filefront.com/Modular+Station+V2zip/;13615864;/fileinfo.html
all scale to the original size
all with custom sur