A little explanation on what all that "crap" in a vanilla SUR is for, just to see if I can enlighten some of you.
A vanilla ship SUR has 3 levels of damage detection, weapon damage, collision damage & collateral damage.
<span style="text-decoration: underline">Weapon Damage</span>
This consists of a shield bubble, the ROOT, every component (wings, engines etc) and every equipment hardpoint. When weapons fire hits the shield link's SUR bubble damage is assigned through the ships SUR bubble to the shield (blue bar drops), when it hits the ROOT the overall hitpoints drop (red bar), the components lose hitpoints if they have a collision group set for them otherwise the ROOT gets it, the hardpoints pass it onto the equipment, yes I know that the equipments own SURs do that but without them level three doesn't work and damage isn't properly assigned.
<span style="text-decoration: underline">Collision Damage</span>
This consists of the second versions of the shield bubble, components and any hardpoint attached to that component, the ROOT and it's hardpoints do both weapon and collision. This works just like the weapon damage, bounce it off things and watch the bars drop.
<span style="text-decoration: underline">Collateral Damage</span>
This is a blanket effect for the components and thier hardpoints only, when damage is done to the component or a piece of equipment mounted on that component the damage is passed to everything under that blanket, in other words if your wing takes a direct hit then any guns attached to it also takes the damage and vice versa.
There is also coding somewhere that passes the damage that the components take to the ROOT, without it your red bar wouldn't have dropped even if you'd lost a wing. The bubbles in the ship SURs aren't really needed as the damage taken by the SUR for the shield_link is passed direct to the shield settings, I think they're just a fallback by DA to make sure damage was assigned right.
The SUR Splicer only does weapon damage, the only reason you don't pass through everything is down to the ROOT being dual purpose by default in FL, and any equipment that's mounted has a SUR that also stops this from happening, resizing it with FLModelTool does help (sort of) as it renames every part of the SUR as ROOT.
While the rest of you went "Huh! doesn't F&%*in' work" and stormed off in the huff a couple of us kept working with the exporter, and within a couple of months had created primitive multi component SURs. unfortunately I think I'm the only one that's kept at it.
I've created a small mod with one of my first working SURs, it's been 18 months since I last looked at the ms3d so it took a bit of finding, the model is a couple of primatives with a texture tiled onto it so don't expect anything fancy, but it does give both weapon and collision damage on all of it's components, the same very low poly model was used for the CMP & SUR.
I've used the knowledge that I've gathered about the Exporter to create this little mod, it's an update on the previous one, but this one has all 3 damage levels in it. To achieve this I've taken the old model and added 4 new meshes to it (2 gun barrels & 2 equipment blocks) and a selection of equipment hardpoints, exported a combined CMP & MAT from it then deleted the 4 new meshes and the material and exported the SUR with the hardpoints in place, this means that the hardpoint hitboxes in the SUR are in the same place as the equipment is on the CMP.
To achieve the same results with a more detailed model is very possible (I have) but the the CMP & SUR <span style="text-decoration: underline">MUST</span>
be exported from different models, the model for the CMP can have a couple of thousand polys with out problems, the SUR needs a very low poly model to work right, and the part of the model that becomes the ROOT in the SUR needs to be a primative shape as any "dents" and the SUR doesn't work, I call them "dents" as I can never remember if it's a convex or concave face. This is the part that screwed everyone up in the past as they used the same model for both CMP & SUR, and as Cold_Void can probably testify to, the vast majority of the models we have available are totally useless in thier current form, to get a close fitting SUR to work for them requires them to be totally rebuilt.
Isn't it amazing what you can learn when you go back to basics, I now have destructables working straight out of the Exporter. I have a SUR that has the full damage detection, but it only works at about 95%, the starboard wing (right side) comes off every time but the port wing (left side) causes a CTD, so there are still issues for Colin to work on. I can create a 60% SUR that does weapon and collision damage that allows destructables to work, even without equipment mounted this SUR will not allow parts to pass through other SURs.
Guess who's spending the weekend doing models
**shuffles off with a new headache**
Removed the links as I've deleted the files
Edited by - Bejaymac on 9/1/2007 12:34:48 PM