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1

Wednesday, July 13th 2011, 4:07pm

Collision groups on ship

I'm working on ship with collision group. I succsessfully added groups. Explosions damage ship more than is dmg of explosion(based on number of groups i think), but when i switch to show wireframe i can't select the groups. Can anyone tell me why :D ?

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2

Thursday, July 14th 2011, 7:46am

the reason why explosions deal more damage than the respective projectile/charge is set to have is because destructible subgroups standardly route their damage to root (the main hull).

As for the other issue I have no idea, sorry

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3

Saturday, July 16th 2011, 3:16pm

Maybe I am misunderstanding you, but when you say 'switch to wireframe' and talk about targeting, I assume you mean the wireframe subtargeting in the game, as part of the hud.

If that is the case, then you cannot 'target' the collision groups on a ship, you can't target the wing on a fighter, or the conning tower on a cruiser, you can only target the equipment mounted on the hardpoints attached to the collision groups.

If you shoot at a ship and the shots hit the wing, damage is passed to the main ship, the wing is just a damage proxy. When the damage taken by the wing excedes its hitpoints, the wing is destroyed, and any hardpoints on the wing, and the equipment mounted on those hardpoints are lost with it, but you cannot 'target' the wing itself.

It might be possible to change that, don't know, never tried, but it's not default behaviour.
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4

Saturday, July 16th 2011, 7:43pm

You can target the subgroups on vanilla ships.
And if you change this line:

root_health_proxy = true

to "false" than the subgroups no longer route damage to the main hull.
This line is found on every single subgroup defined in shiparch.ini

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5

Saturday, July 16th 2011, 8:14pm

vanilla ships have special hardpoints for this
try to use them on urs
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6

Sunday, July 17th 2011, 2:05am

OP, you mean the DPxx hardpoints right?

They define where damaged components are placed when subgroups are destroyed

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7

Sunday, July 17th 2011, 12:00pm

was just a guess that there might be a link between them and the groups
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This post by "Lord of the Hell" (Monday, July 18th 2011, 11:07pm) has been deleted by user "Sethernis" (Tuesday, July 19th 2011, 7:42am)

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9

Monday, July 18th 2011, 11:45pm

Right i mean subtargeting... I spotted strange behavior at subtarget model. Maybe problem is there. When i damage the ship and look at model in subtarget there is one red place like at vannila ship when you damage the group. So i try to remake wiredata at ship for each collision group, but i think it won't help. Maybe is needed program that made wiredata with all groups...


procedure of creation collision groups on ship i use:

used programs:
MilkShape 3D 1.8.2
Freelancer exporter plugin V0.3
Freelancer importer plugin V2.7
make_wire
UTFeditor2.1
FreelancerXMLProject

i use this way due to textures. Regroup cast textures so it looks bad.

1)import model and resize it to new scale(if is possible import with same scale)
2)regroup model and rename new groups to unique nicknames
3)export model with groups by using plugin without hardpoints(i use name of ship and add "_groups" for different name)
4)export each group as single model without hardpoints(i use name as nickname of group)
5)make wiredata for each model except "_groups" model and add wiredata to each model
6)copy original mode(imported to MS),models of collision groups and "_groups" model to FreelancerXMLProject folder and decode UTF->XML
7)open original model and "_groups" model, find "Cmpnd" section in "_groups" model and rewrite original section with section from "_groups" model


In "Cmpnd" section will be "root" part and new parts starting with <part_..>

example:

Source code

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<Cmpnd>
     <Cons>
        <Fix type="Fix" count="1">
           <part>
              <!-- parent  --> "Root",
              <!-- child   --> "li_gunboat_engine_left_lod1",
              <!-- position--> 0, 0, 0,
              <!-- orientation -->   1.0000000000,   0.0000000000,   0.0000000000,
                                     0.0000000000,   1.0000000000,   0.0000000000,
                                     0.0000000000,   0.0000000000,   1.0000000000
           </part>
        </Fix>
     </Cons>
     <Root>
        <File_name name="File name" type="text">li_gunboat_lod1.3db</File_name>
        <Index type="int">0</Index>
        <Object_name name="Object name" type="text">Root</Object_name>
     </Root>
     <Part_li_gunboat_engine_left_lod1>
        <File_name name="File name" type="text">li_gunboat_engine_left_lod1.3db</File_name>
        <Index type="int">1</Index>
        <Object_name name="Object name" type="text">li_gunboat_engine_left_lod1</Object_name>
     </Part_li_gunboat_engine_left_lod1>
  </Cmpnd>


so you have to find all sections linked with <part_..> and add it to original model too(UTF_root), in examle it is "li_gunboat_engine_left_lod1.3db":

Source code

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  <li_gunboat_engine_left_lod1.3db>
     <MultiLevel>
        <Level0>
           <VMeshPart>
              <VMeshRef type="VMeshRef">
                 <!-- header_size--> 60,
                 <!-- vmesh_hash --> li_gunboat.lod0.vms,
                 <!-- start_vert --> 55,
                 <!-- end_vert   --> 51,
                 <!-- start_vert_ref --> 126,
                 <!-- end_vert_ref   --> 126,
                 <!-- mesh_no    --> 1,
                 <!-- no_of_meshes   --> 1,
                 <!-- bounding box   --> -0.012174075,  0.01559128,  -0.29177341,
                                         -0.05134866,  -0.020928264, -0.30976245,
                 <!-- center     --> -0.031761367, -0.002668492, -0.30076793,
                 <!-- radius     --> 0.028248586
              </VMeshRef>
           </VMeshPart>
        </Level0>
     </MultiLevel>
  </li_gunboat_engine_left_lod1.3db>


8)open single group model and copy "VMeshData" to each part of ship
9)encode XML file to UTF -> done

Ship with collision groups will be your original model in FreelancerXMLProject folder so copy your original model to safe place before making the groups.

Point 1 - Maybe all problems with suntargeting is procedure - difference between wiredata and model
Point 2 - If your game crash at ModName: freelancer.exe Offset: 00006100(by Adoxa) It's bad wiredata so remake it
Point 3 - it's hard but maybe it's only way to make fully functional vanilla model;
Point 4 - If your game crash at ModName: rendcomp.dll Offset: 00011163 - bad hash at <VMeshLibrary> example <li_gunboat.3db.lod0.vms include="li_gunbship_cmp\lod0.vms.xml"/> but hash is li_gunboat.lod0.vms

1)make model with groups
2)export it
3)make wiredata for each group and add it to ship


________________________________________________________________________________________________________________

OR

1) Import model to milkshape
2) Rename parts of model to names of collision groups and save
3) Export model
4) Import each collision group and make wire for it
5) Add wire to model


If you don't understand my attempt to explain my procedure just write i'll try to explaim it...

This post has been edited 5 times, last edit by "Lord of the Hell" (Sep 10th 2011, 1:06pm)


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10

Tuesday, July 19th 2011, 7:44am

Nice =)

You should put this in the tutorial section

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11

Tuesday, July 19th 2011, 9:46am

but it isn't fully functional... yesterday i remake some parts and i was able to select group(Component) on ship, but still have many problems to solve so i have to work on this to fully functional...

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12

Wednesday, August 3rd 2011, 10:59am

Is there possible chance to make program that make from wiredata -> meshdata ? I've tried some new procedure, but it's not successful. Problem is wire of model. I made wire for each group model, but game don't like it. Behavior is strange. Maybe is needed make_wire for model made from groups.

Part of subtargeting is still bad. i think without this can't by functional destroying groups.

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13

Wednesday, August 3rd 2011, 12:00pm

please definy "strange"
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Thursday, August 4th 2011, 3:21pm

The best way...






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15

Thursday, August 4th 2011, 4:02pm

i see
the coordinates of the groups do not fit anymore
have you resized the ship somewhen?
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16

Thursday, August 4th 2011, 7:01pm

Wireframe of "root" is made from original model, but wireframe for groups i made from new models.

I'm import original model of ship to MilkShape and regroup it to 6 groups(root, ctrl_tower, and four engines). Then i export new models of groups and resize them - scale: 100x. After it i made wireframe for groups, so maybe there is problem.

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17

Thursday, August 4th 2011, 7:44pm

scaling something is a big problem as often the wrong scale method is used
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18

Friday, August 5th 2011, 5:07pm

i'll used resizing in MilkShape. Maybe best way to is remaking everything.

Import model, regroup model, use scale 100x, export new model, export groups for wire and try it in game;

Another way is deleting wireframe in groups...

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19

Monday, August 8th 2011, 12:12pm

Making progress:




Same scale is the key, so point 1) in procedure has changed:

1) import model and resize it to new scale(if is possible import with same scale)

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Monday, August 8th 2011, 5:06pm

riiiiiightttt ;)
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