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no surs are not the wireframesevery ship consists of 3 different models one visual model that you can seeone wireframe model that you can see on the interface when you target an opponentand one surface model which indeed is responsible for taking hits and collisionswireframe and sur models are less detailed than the visual one and work completely different however - you cant create surs with CAD as there is no exporter pluginand simply exporting a normal model to .sur in milkshape will fail as …
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a bit big, dont you think?I experienced similar results with that tool and am worried that such big surs lead to massive performance problems on serversin the end every polygon of that sur has to be calculated for the hit detection x times per secondthe biggest FL surs are not larger than 80k while standard surs are about 3-10k on my tests i compared the tool generated surs with custom ones i created by splicingthat was a 4kb spliced sur vs a 238kb generated surive not yet any experience with s…
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there is no complicated math behind hit detection at allsurs are nothing else than a simplified 3d model of the original object that is used to minimize the calculations for the real objectdigital anvil could have included a hit detection directly on the cmp or 3db files if they would have wanted but the benefit of surs was the simplified shape and poly reductionin the end FL calculates hits just by HpFire hardpoint position, its orientation, the projectile speed and the 3d object crossing its …