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SUR Files - Good news!!

The general place to discuss MOD''ing Freelancer!

Post Fri Mar 10, 2006 7:39 am

SUR Files - Good news!!

Couldnt find the thread about hitboxes...but one of the Freeworlds RP server players MAY have made a breakthrough. You can find info HERE: Click here

If you have any comments but are not registered on FW, post 'em here and i'll pass them on.

Post Fri Mar 10, 2006 10:28 am

woh it looks nice
Siber

Post Fri Mar 10, 2006 1:13 pm

Thanks Gila, that kind of explains where I've been going wrong, to bloody complex.

**shuffles of with a new headache**

Post Fri Mar 10, 2006 10:10 pm

*rubs hands in anticipation*

EXCELLENT WORK! I can't wait till you release it! I will even offer myself (well, my SHIPS lol) to be a guinea pig! Let me know if i can help somehow. I have models of many sizes/shapes in a mod i'm making, so if you need someone to test your theories etc, just let me know!

Baene

Post Sat Mar 11, 2006 7:14 am

Yep, really good news.

Post Sat Mar 11, 2006 9:35 am

Awesome! This has just made my day
With these few tips I've finally generated a non-crashing SUR file! I'll have to dig why there are some parts that do not register hits, but at least it can be used!!!

Thanks alot!!!!

Post Sat Mar 11, 2006 6:55 pm

indeed - i too followed Gila's tips(two meshes+use shield-bubble)and got a 98% valid sur - it has a couple angles where you can pass through things by going backwards but its 98% effective. true,its just a simple warped cube and i haven't tested anything more complex,but just being able to form fit the sur means a fairer cross section & better looking weapon impacts now to make a concave shape ^__^

Edited by - Cold_Void on 3/11/2006 6:55:49 PM

Post Sat Mar 11, 2006 8:05 pm

Concave wont work mate Look at DA's sur files... All meshes MUST be convex and as low poly as possible. Argh made some fine headway to demonstrate the flaws and pluses of the exporter in current form - the major issue is the hit spheres, they are not calculated correctly. After that comes vertices not properly aligned, an artifact of imprecise modelling in Milkshape. Iron out these two factors and we will have joy i think.

+++ out of cheese error - redo from start +++

Post Sun Mar 12, 2006 3:18 pm

I've only got one thing to say OMFG , I've just got a SUR to work. HAPPY HAPPY JOY JOY


Time for some serious experiments to see if it works fully and if I can replicate it.

**shuffles of with a new headache**

Post Sun Mar 12, 2006 3:44 pm

Anton, would the bad hit spheres explain all the chaotic rebound vectors resulting from a collision?seems like the custom sur is catching where a regular sur would allow sliding

@Bejaymac:i am reserving my happy joy joy dance for multipart sur export

Post Mon Mar 13, 2006 4:06 am

@CV, After several weeks of frustration at trying to get a SUR to work, actually watching my ship get ripped apart by weapons fire had me doing cartwheels.

However it's only 90% ATM as the root and one wing don't register damage.

**shuffles of with a new headache**

Post Mon Mar 13, 2006 8:09 am

@Cold - yes it may explain it.

@ Bej - It accounts for your problem too

I need to run some tests with a hand made sur to see what i can get away with.

+++ out of cheese error - redo from start +++

Post Sat Mar 18, 2006 10:42 am

Dont credit me I am NOT Stevo. I'm just the messenger!

The thread i posted is constantly being updated, and info is constantly becoming obsolete - So check back often. Hell, while you're there....come play FW!

Post Sat Jun 24, 2006 9:55 am

Gila, for some reason I can not read the thread you posted, even created myself an account overthere, but it keeps on telling me that I tried to access an area where I dont belong Any Idea ?

Anyway, that all sounds very promising, and as this is one of the last things my ships need, I am very interested in getting this information you all talk about. Perhaps one of you could roughtly put it here ?

best regards, Nail

PS: Please forgive me if it was a stupid thing to ask.

Edited by - nail on 6/24/2006 10:57:12 AM

Dev

Post Sat Jun 24, 2006 12:09 pm

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