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working sur file

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Post Sun Dec 10, 2006 3:37 am

working sur file

i tried to create a sur for one of my custom ships
yes yes i did read the tutorial but imo its more confusing that helping

after some tests i decided to try it the simple way
i opened ms3d
i opened my ship
i made a box around that ship
and exported that box as sur
to be exact i did this 4 times (shield bubble, shrink wrapped and then both with disabled directx mesh reduction)
then i opened them in hardcmp and everything was looking fine, correct size etc.
but in game none of those 4 SIMPLE surs did work
so what is wrong now?

sorry that i ask but here on this forum there is not a single thread which really covers the creation of a sur from the beginning to the end and that sur-slicing thread doesnt help anything because there is so much useless information... well
if any1 can help me with this - thanks

Post Mon Dec 11, 2006 6:57 am

dont tell me that ppl created these tools and created sur files already but dont know how it was done

plz help

Post Mon Dec 11, 2006 10:09 am

I've come real close to accomplishing this. The only thing that's stopping me right now is some kind of hex error.

Post Mon Dec 11, 2006 4:05 pm

The reason it's not working is because you don't have enough information for the SUR to function properly, you have less than 10% of the info that the game needs to make your SUR work.

I posted most of this in another thread earlier on.

There are 3 ways to get a SUR, you take a vanilla SUR and resize it with FLModelTool, you use DEV's SUR splicer and basic simple SURs from the Exporter. Or you spend the next year learning how to really make a model work with FL and the SUR Exporter.

AFAIK everybody gave up on the SUR Exporter as they got the same results as you, it didn't work. AFAIK I am the only person that's gotten anywhere with it, as it stands I can create a 90-95% SUR file, only destructables don't work right (YET).

Unless your really desperate to make a SUR with the Exporter I'd stick to the first two methods, as getting a SUR as good as the ones I'm finally creating takes a sh*t load of work.

**shuffles of with a new headache**

Post Mon Dec 11, 2006 4:50 pm

"dont tell me that ppl created these tools and created sur files already but dont know how it was done"

why is it hard? look up quickhull / qhull and delaunay triangles. you figure it out from there lol

Post Tue Dec 12, 2006 12:34 am

i think i have said i want to build custom sur files and not take originals

and even using the sur splicer does require simple custom surs so there must be a way to create them... and that is what i want to know


Post Tue Dec 12, 2006 1:33 am

You create the simple .sur files using the MS3D sur exporter, which it sounds like you already have. You don't need anything else if that's all you want.

Post Tue Dec 12, 2006 1:40 am

pointing out what i wrote on the first post here

-> i created a sur from a single box
-> i did shoot at this model that has this box-sur but the shots go right through

so all i want to know is how to create a basic sur (box) that really takes hits when i shoot at it
not more - not less



Post Tue Dec 12, 2006 3:50 am

I read what you wrote, and that really is the answer. Your surface will generally not register hits if it has any concavity, and usually it needs to be pretty simple (like, say, a box). If that still fails, strip off the shield surface, since that often causes collisions to not register. How do you do that? That's exactly what the .sur splicer does, though it also will pile a bunch of individual .sur files into a single one if you want it to (hence the splicing). Without an explicit shield surface in the .sur file, the hull of the ship also acts as the shield surface (when shields are up, of course).

Post Tue Dec 12, 2006 10:29 am

didnt i write that "it is a box"? i think i did
well ok i try to run the "box" with the slicer and see if it does take damage but effectivly ships without a proper shield sphere will be harder to hit because there is less "surface"

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