Err, guys, maybe I fatally misunderstood something here, but the way I see it, there is no need to make it quite that difficult. Though I have not worked on this for a while, I managed to get a complete Basilisk's (the one from SL) SUR to work a while ago. Of course it didn't have destructable parts, something this new approach seems to be able to achieve, but that's not the point anyway.
When building the SUR for the Basilisk, I had the detailled CMP model loaded into 3ds max and built tight boxes around it, but always making sure the boxes themselves are convex. Now the Basilisk, at least the way I grouped it, is very concave at the rear, so what I did was just to start a new box where-ever the model was concave. When It came to exporting both CMP and SUR, I had one root part in the CMP, but the corresponding group in the SUR was made up of four boxes. And while each box was convex, the entirety of the root group was concave at various points. It was the same for both engines, which naturally are very concave. You still there?
Anyway, the three overall very concave groups (root, engine left, engine right) worked perfectly, even though I just put all the boxes of one part into one group, equalizing the number of SUR and CMP groups and thereby making any boxes like ZOMG...whatever unnecessary.
Now my suggestion, based upon the ISD of Dev's original example. I would create the boxes exactly as he did, but I wouldn't make eight SUR groups out of it, but one. This seems to work when every single box is convex. So you would only have one SUR group and only one CMP group, saving all the little boxes to make up for the additional SUR groups. Perfect!
Now, you could just as well do that for multi-component CMPs and SURs. Using Dev's tool, we should finally be able to create working multi-component models -- the "very streamlined way".
Unless of course, I am terribly wrong and all my talk was rubbish. If so, you are cordially invited to inform me of that. As I said, I was just reporting my experiences with the Basilisk model.
Ah, and just a quick question: In vanilla Freelancer, did the shots hit a "skin-tight" shield or a bubble? I just don't know right now. I ask because the shield is the only thing we'd have to fix, at least for those wanting a shield bubble. If it so happens, that in vanilla FL, shields were skin-tight as well, I am happy.
Edited by - Manhattan_Guy on 7/5/2006 11:00:44 AM