Thanks for the replies
re: Hotwire
Yeah I'd considered that, tho I'd like to have the actual thruster. I think the workaround is to create a dummy thruster with no stats, and pre-mount it on the vessel, in the package. It's making it un-mountable that's part of the headache, or tying it in with the buyable thruster itself so it mounts(and is destroyed) as a group. I just don't have the experience yet to tinker there, ugh.
re: Rankor
Oddly enough, I'd grouped the actual hull parts of the hardpoints separately, yet placed separate triangles for the hps themselves. It works, tho seems a bit sloppy. Just a bit curious that the 'face' is pointed exactly where it ought to go, but orients at some oblique angle when opened in HardCMP. Easy to fix tho, thankfully
Have a few more noob questions tho..
.sur exporter: How on earth do you use the thing? Haven't been able to find a readme regarding it, and the ship I've modelled has no comparable ship to borrow the sur from. I'm not looking to create destroyable components, just a mesh that will register hits/collisions. It's a fairly complicated model too, with some 185 separate groups following hardpointing (was easier to texture.. question below). Thoughts? Ideas? I am so out of my league
My first export turned out a .sur so complex (102k) and, I think corrupt, it froze the game on undocking, and my 2nd attempt (regrouped all the hull components into one group) turned one out at 52k, and appeared to work.. save for the bit about being able to fly through it. Tiny problem that
(the 2nd attempt seems to show two meshes.. one that matches the hull, and another that's a bubble. Dunno if that helps. I assumed one to be the hullbox, the other the shield.)
Lessee, .mat files. the .mat for my freighter is 6.5 megs, is that far too big? Seems so, but it's gonna be one *major* hassle to remap and retexture (2048x2048, but with some fair sized white bits unfortunately, and there's a few extra textures in there also, but they're tiny.) I took K's texture guide, and interpreted 256x256=6, 512x512=7 to mean that 2048x2048=9 mipmaps. Seems excessive to me, but it's a big tub, and closeup the lack of detail would be really noticeable. Seems any .mat exported using DDS textures that weren't DXT3 would lock up the game, or CTD.
Extreme Angles: The freighter disappears at certain angles, and only shows the engine trails. Mostly, or entirely, when it's at the edge of the screen. Not sure if that means the LOD is haywire, or I've missed something. Likely both.. my search on the forum turned up a piece on using an app to set the radius(flmodelresizer?) and another one on re-ordering the parts to show the largest shown groups last(which I haven't done, it's a right pain).
LOD ranges: I've tweaked these values back and forth, and can't settle on one that displays the freighter consistently. Seems it only appears inside of 2k, no matter what values I enter. Does this correspond in any way to the mipmap amounts in the DDS textures I've used? (note: one texture has more mips than the others, for what it's worth.)
.cmp exporter: Should I have regrouped my entire mesh(except for the hp's) into the textured groups before exporting? The bulk of the ship shares the same texture (there's 7, including 3 glowmaps). Have this sneaky suspicion that some of the above problems are related to this. I also have an abnormal shading/lighting situation on the 'tails' on my freighter, and the tips seem to glow on the opposite side when viewing in turret mode and pointed at a star. Rest of the vessel looks fine
OK, definitely established that I'm a newb
I appreciate the responses greatly, I'd likely as not have scrapped everything otherwise.
Cheers, Visc