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Post by Gibbon on Sept 20, 2009 10:20:54 GMT
I've been using the sur exporter 1.2 with milkshape. I've tried it on some models to get a better figure hugging sur file, on some models it works, others not. The problem i'm having is that sometimes the sur file ends up slightly below and in front of the model, no idea why, like it's off centre. Is there any way to correct this? Here's one i made earlier using exactly the same method as i did to make the one above, and this one is fine :roll: ** LOOKS AT BEJAY **
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Post by Gibbon on Sept 21, 2009 10:53:17 GMT
Ok, i discovered the joys of v1.1 yesterday which has helped things no end. There are however still some issues. On some models with rounded surfaces like the marsflyer for instance, i can create the sur file ok but FLModelTool won't import it, even though i can see the sur file in HardCMP. It's tiny compared to the model as all it needs is resizing, what's the secret to doing this if the sur file can't be imported to modeltool? I have about half a dozen sur file models this seems to be affecting, all need resizing, none of them will load in
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Post by xarian66 on Oct 2, 2009 3:40:36 GMT
that's really strange gibbon.. I've thrown all sorts of .sur's at FLMT over the years and never seen it not import them.. hmm especialy if HCMP loads it oki best i can think of.. pak up a example ship & sur and i'll see what i can do over here? might be it needs an older tool to add/fix somthing 1st? I dunno all a can do is try for ye m8
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Post by Gibbon on Oct 3, 2009 8:14:16 GMT
@ Xarian
I'll send you the marsflyer to play with. I did a new updated version of the timeless classic, got rid of those silly light hardpoints and simply lightmapped it, looks so much better. The sur is a lovely figure hugging one, just won't load into modeltool. Btw, where's that logo u promised me u marsupial? Can't do the Pachyderm for you without it
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Post by xarian66 on Oct 4, 2009 6:22:56 GMT
Still looking/making at various ~X~ designs.. sry m8 im a ultra picky koala.. lol.. that'll be coming along in the next few m8 for shure (i'll just blindfold myself i think and play eni meni miny moe)
Send away m8.. its cold and wet here.. nothing much else to do but play with FL .. and i want an excuse to use some of these older tools cluttering the lab.. it may be as simple as an import/export from an older tool.. I've seen wacky-er stuff over the years like that..
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Oct 5, 2009 0:45:59 GMT
Sorry Gib, been MIA for a while thanks to my mental health being bad, can't guarantee what I can do as I'm still struggling, but you know the email address bud so send away, just let me know what you want done to each thing you send.
Long time ago now I had a chat with Anton the guy who built FLMT, he admitted to me that there was a bug in the SUR side of the app, where it renamed everything in the SUR as Root, without this bug FLMT would have been useless for resizing vanilla SURs. This bug however makes FLMT useless if your doing multi part CMPs & SURs, as you can't "blow off" a wing if the SUR only has Roots in it.
When I did SURs regularly I only used FLMT for changing the SUR type for damage cap SURs and shield bubbles, everything else came straight out of Milkshape, no resizing required.
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Post by xarian66 on Oct 5, 2009 1:04:30 GMT
Hey.. is that why there's the "make all components part of hull" checkbox in beta 6? I always wondered why i would need such a thing.. I normally play with non-multipart ships myself so i've never had use for anything fancy. Good to see ye back around Bej, hope you feel better soon.
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Post by Gibbon on Oct 5, 2009 6:14:49 GMT
@ Bejaymac
No need to to apologise bud, your health comes first, it's just that... we all miss you ;D I'll send you a couple over, see how you feel. FYI, i was looking for a liner for my mod and decided to add in my different versions of Colonial One. It was only when i went to add some turrets to it i discovered what you'd done with the multipart sur file. Really had to think which sections to add the turrets to.
@ Xarian
I always tick that box as i don't use destructible ships so i have everything bolted onto the root. Wow, sounds like i know what i'm talking about but truth is, sur files mystify me...
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Oct 5, 2009 12:06:19 GMT
Hey.. is that why there's the "make all components part of hull" checkbox in beta 6? That's never been of much use tbh, it's meant to move the lvl2 & 3 detection hitboxes to the "absolute", but they are already there in a vanilla SUR and myself & Mknote are the only ppl I know that actually build lvl 1 & 2 into our SURs (they exporter doesn't do lvl 3 properly). FYI, i was looking for a liner for my mod and decided to add in my different versions of Colonial One. It was only when i went to add some turrets to it i discovered what you'd done with the multipart sur file. Really had to think which sections to add the turrets to. Wouldn't have mattered bud, you only need to worry about that when you have [CollisionGroups] setup for it, as it looks wierd when a wing gets blown off and the guns are left sitting in empty space ;D Wow, sounds like i know what i'm talking about but truth is, sur files mystify me... That about sums it up for me to , the thousands of SUR related CTDs I've had are one of the reasons I'm not quite as mystified as you ;D 'spose I'd better go and look for my plug-ins, haven't installed them to this Vista box yet. Now where the hell did I put them ?
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Post by Gibbon on Oct 5, 2009 14:02:41 GMT
Seeing as we're talking sur files here, what's the secret to scenery and equipment surs? I'll give you 2 examples. I created a new cargo pod, shape the same as a cylinder for carrying piratey stuff.
I grabbed the pod_white sur as my pod is the same shape, ran it through FLMT, got my sur, saved it as a scenery sur the same as the original. In game it gets a red error, same as the lootcrate version which is flagged as an equipment sur, same problem. And it crashes the bloody game.
I also created another cargo pod, this time for the razids, egg shaped. Can i get a sur for it to work? Nope, same for the lootcrate version of the egg. I'm baffled why they don't work lol
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Oct 5, 2009 14:52:05 GMT
How did you export the pod, CMP or 3DB exporter ?
Equipment are usually 3DB's which means no "Root", the SUR's for them are exactly the same and will not work with a CMP.
When I make them I use the 3DB exporter for the mesh, then make and export the SUR using the "shrinkwrap" option, then I use Sur-splicer to strip the "shrinkwrap", load that SUR into FLMT to change the type (don't resize), then hex edit that SUR to change the numerous instances of Root (12 68 8F 2D) to the proper naming to work with a 3DB (00 00 00 00).
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Post by Gibbon on Oct 5, 2009 17:05:21 GMT
Wonderful info Bejay, thx for that. Will go and test this, think i have all the tools. I did actully make them as 3db files so that's something i suppose. Odd how the pod sur is classed as scenery but the lootcrate as equipment/ammo. I mean you can blow both of them up so why not have the sur as equipment for both? Even have proper debris pieces for the custom pod with a custom texture, looks good floating away lol
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Post by Gibbon on Dec 29, 2009 7:23:55 GMT
This saga is driving me nuts and has brought my mod to a standstill as already mentioned. That said, i'm keeping my fingers crossed for a utility that could save the day, a working cmp to sur maker. Allegedly in very good shape already as i've already talked to the guy whose making it so fingers crossed i can press on with the mod once this utility is released
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