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Post by fadius on Jan 18, 2008 2:56:30 GMT
Well, my distance issue is not with the sur as your sur file does the same thing. So, now, I am at a loss as to where to look.
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Post by Gibbon on Jan 18, 2008 10:38:05 GMT
Have you tried using the model i sent you fadius? I don't have this problem with my planets so if you still get the same problem with the one i sent you, then you'll know it's something else
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Post by fadius on Jan 18, 2008 15:57:57 GMT
I used the sur you sent me yes, but I have not tried the planet model as of yet.
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Post by rose35eis on Jan 1, 2009 18:43:52 GMT
Finally!!!! after many many days of searching and pulling my hair out I finally found someone doing what I'm trying to do.
When I put the cmp into the game, nothing shows. You can see distance to planet on the hud, but no planet. The cmp file in hard cmp looks wicked.
Can you tell me how you fixed this issue, or failing that how you coded 3db files into game in place of cmp so they work?
I am an uber noob at this, It's just I'm very good at planet making (in PS....just started doing them in 3dsmax and milk) and some clanmates want to use them in a mod they are maing, so if I can figure out how to get them in the game, I can make alot more planets for them.
Thanks, 13th=HighGuard
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Jan 2, 2009 2:05:00 GMT
When I posted over on the EOA I'd only had a quick look at your files, I've now had a much better look. There are 3 possible reasons why it wont show 1) The SUR is totally useless ( I've already stated as much over on the EOA ) 2) FL doesn't like the MAT or texture ( ditto) 3) Is a bit of a long shot - on pulling the mesh I found that it has 19k polygons & an unwelded 50k in vertices To test for the problem is easy enough, first thing to do is delete the SUR from the mod files, if you then launch and still can't see it then it's the MAT that's causing the problem. As I can see it textured in hardcmp I know that the MAT is fine, which leaves the texture, try changing the size to 1024x1024 and saving it using the DTX1 dds format (FL's prefered dds format). I doubt if 3 will be the cause but 19k polygons is about 2/3's more than I'd ever stick in a planet, and I've made some belters in my time.
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Post by rose35eis on Jan 2, 2009 4:31:18 GMT
When I posted over on the EOA I'd only had a quick look at your files, I've now had a much better look. There are 3 possible reasons why it wont show 1) The SUR is totally useless ( I've already stated as much over on the EOA ) 2) FL doesn't like the MAT or texture ( ditto) 3) Is a bit of a long shot - on pulling the mesh I found that it has 19k polygons & an unwelded 50k in vertices To test for the problem is easy enough, first thing to do is delete the SUR from the mod files, if you then launch and still can't see it then it's the MAT that's causing the problem. As I can see it textured in hardcmp I know that the MAT is fine, which leaves the texture, try changing the size to 1024x1024 and saving it using the DTX1 dds format (FL's prefered dds format). I doubt if 3 will be the cause but 19k polygons is about 2/3's more than I'd ever stick in a planet, and I've made some belters in my time. 1.Yeah, the sur file won't open in UTF...thanks for pointing that out 2. The mat file looks good in hard cmp when I open it also. 3. I'd hate to have that much deail distorted out by stretching it out to a square but I will if all else fails. 4. I'll continue posting here so we dont play leap frog. ***Sur deleted. still not showing. working on dds now
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Post by Gibbon on Jan 2, 2009 10:59:01 GMT
Normally for a cmp to work, you would need a solararch entry something like this,
[Solar] nickname = planet_Earth ids_name = 0 ids_info = 0 type = PLANET DA_archetype = solar\planets\Earth\Earth.cmp material_library = solar\planets\Earth\Earth.mat hit_pts = 1000000000000 mass = 1000000 solar_radius = 15000 shape_name = NNM_SM_MEDIUM_FOREST_MOON LODranges = 0, 1000000
A system entry something like this
[Object] nickname = planet_earth_01 ids_name = 458761 spin = 0.000000, 0.032000, 0.000000 rotate = 0, 0, 0 pos = 0, 0, 0 archetype = planet_Earth atmosphere_range = 16000 burn_color = 255, 222, 160 ids_info = 66069
[zone] nickname = planet_earth_01_death pos = 0, 0, 0 shape = SPHERE size = 15100 damage = 9000000 sort = 99.500000 density = 0 relief_time = 0
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Post by rose35eis on Jan 2, 2009 15:33:02 GMT
[Solar] nickname = planet_brakir_4000 ids_name = 60203 ids_info = 60204 type = PLANET DA_archetype = SOLAR\PLANETS\PlanetBrakir\PlanetBrakir.cmp material_library = SOLAR\PLANETS\PlanetBrakir.mat mass = 1000000 solar_radius = 4000 shape_name = NNM_SM_MEDIUM_FOREST_MOON LODRanges = 0, 100000
[Object] nickname = vr10_01 ids_name = 458921 ids_info = 493338 pos = 0, 0, 0 rotate = 0, 0, 0 ambient_color = 255, 0, 0 spin = 0, 0.035000, 0 archetype = planet_brakir_4000 atmosphere_range = 4300 base = vr10_01 reputation = li_p_grp
No death zone as of yet for tesing purposes. Would it be better just to go with TGA files in 16 bit/24bit rather than the dds files?
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Post by rose35eis on Jan 2, 2009 19:13:18 GMT
OK. I used the compression stated above in a square format and saved a copy of the cmp with mat included and copy with seperate mat. NO sur files. Both ways of cmp saved show in hard cmp, however, neither show in fl..still.
3) Is a bit of a long shot - on pulling the mesh I found that it has 19k polygons & an unwelded 50k in vertices
No idea what this means. How do I fix that?
***Also, would it be better just to go with a 3db file as described in this post? If so, how should I go about it? I'm an uber noob, here trying to figure this out, lol
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Post by Gibbon on Jan 2, 2009 21:18:13 GMT
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Post by rose35eis on Jan 2, 2009 22:27:40 GMT
Yeah, that's the one I've been fllowing. Tried his last suggestion and still no good.
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Post by rose35eis on Jan 3, 2009 5:13:32 GMT
OK, I've had it. Just redid thef iles, making sure to clean them up. STILL looks great in hard cmp but won't show in game. I've followed every suggetion from here and other site.
Is there a way someone can explain without using cmp files? Remember, uber noob here so something that may seem second nature for you to do I may not know to do. I kow this can be done but so far everything I'm doing isn't working and if there is a better way than cmp, tell me how.
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Post by lancersolurus on Jan 3, 2009 20:14:02 GMT
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Post by Gibbon on Jan 6, 2009 8:02:08 GMT
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Post by rgriffin on Jan 12, 2009 1:37:29 GMT
From looking at your post it, it seems to me that you might be having one of the potential issues 1) Open your cmp in UTF Edit. Expand the .3db node in there. IF you see a node within the .3db node that says "Hardpoints".... delete it. Go ingame and see if it appears 2) If #1 doesn't fix it, change the "LOD_ranges = " to something like "LOD_Ranges = 0, 100000" If it doesn't have that line in the solararch.ini entry then this is the reason it isnt appearing and you need to add it. To be honest... I wouldnt reccomend you using CMP Planets. From oblique angles you can get flickering of CMP planets and it isnt optimal. There is an EXE hack to fix this, but if you turn it up too high, you have problems with the normal SPH planets that FL uses. Sure... here you go. --> digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=404I posted this on Lancer Solarus' site. This method uses SPH files instead of CMP's. I tried to make it so newer modders can figure it out. If I missed something, let me know and I'll try to revise the tutorial accordingly. V/R Forsaken
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