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SUR issues

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Sat Jan 15, 2005 7:49 am

SUR issues

I created a ship and got it in game thanks to DrizzT's tutorial, but am now facing issues due to the SUR file. I'd like to get it into a mod some friends are working on. Here are my problems A: I don't have a SUR file for the ship. B: I tried making one by taking a ship I think is similar in size (co_elite) to mine (by comparing x,y,z min/max and radius values) and replacing the box values and center values with those from my ship's cmp in the model tool. Now my ship disappears on entry and exit of planets and some bases. I then tried the resize function of the model tool, but each time it gave me an error saying that no cmp was loaded. I opened the cmp tab, and there was the cmp file for my ship. I'm a little frustrated, but realize that nothing comes without at least a little trial and error. Any help would be greatly appreciated.

Thank You,
Big Al

Post Sat Jan 15, 2005 8:57 am

The reason is simple : You don't have the good version of FLModelTool.

Here's the link to the good one : Click here

Resizing the SUR file will automatically solve your bug with your ship disappearing (As it did with mine)

Hope this helps

Edited by - FriendlyFire on 1/15/2005 8:57:54 AM

Post Sat Jan 15, 2005 11:45 pm

Thank you Friendly for the link. I'm sure it helped part of this issue. Okay, new tool downloaded and cmp and sur file revamped. I can purchase my ship no problem, but the ship will not appear at the ship dealer or weapon's dealer etcetera, etc. I've been messing around with this alot over the past 2 days, and it seems like i can either get the ship to appear on planets and disappear in space, or disappear on planets and appear in space. So, do I need to change something in the shiparch file? Is this .mat file related? Any ideas or educated guesses?

Post Mon Jan 17, 2005 12:15 pm

post the shiparch entry - this may help and a sample market_ships.ini entry. If no good mail me the model and i'll take a look. I haven't much free time at mo but i'll do my best to help.

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

Xtreme Team Studios

Post Mon Jan 17, 2005 10:53 pm

Here is the shiparch.ini entry

note: all the brackets are closed in the .ini files, just not on here for some reason

[Ship
ids_name = 197687
ids_info = 66700
ids_info1 = 66615
ids_info2 = 66701
ids_info3 = 66702
ship_class = 10
nickname = razor
LODranges = 4000, 4000, 4000, 4000, 4000, 4000
msg_id_prefix = gcs_refer_shiparch_hfighter
mission_property = can_use_berths
type = FIGHTER
DA_archetype = Ships\liberty\razor\razor.cmp
material_library = ships\liberty\razor\razor.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\kusari\pi_elite2.ini
fuse = intermed_damage_smallship01, 0.000000, 3150
fuse = intermed_damage_smallship02, 0.000000, 1575
fuse = intermed_damage_smallship03, 0.000000, 1050
max_bank_angle = 35
camera_offset = 8, 40
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
nanobot_limit = 73
shield_battery_limit = 73
hit_pts = 11600
pilot_mesh = generic_pilot
mass = 100.000000
linear_drag = 1.000000
hold_size = 35
explosion_arch = explosion_co_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 58000.000000, 58000.000000, 50000.000000
angular_drag = 41000.000000, 41000.000000, 35000.000000
rotation_inertia = 8000.000000, 8000.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_pi_vheavy_fighter
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
shield_link = co_elite2_shield01, HpMount, HpShield01
hp_type = hp_gun_special_10, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_9, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_turret_special_10, HpTurret01
hp_type = hp_turret_special_9, HpTurret01
hp_type = hp_turret_special_8, HpTurret01
hp_type = hp_turret_special_7, HpTurret01
hp_type = hp_turret_special_6, HpTurret01
hp_type = hp_turret_special_5, HpTurret01
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
hp_type = hp_elite_shield_special_10, HpShield01
hp_type = hp_elite_shield_special_9, HpShield01
hp_type = hp_elite_shield_special_8, HpShield01
hp_type = hp_elite_shield_special_7, HpShield01
hp_type = hp_elite_shield_special_6, HpShield01
hp_type = hp_elite_shield_special_5, HpShield01
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 2

[CollisionGroup
obj = wing_port_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_port
dmg_obj = corsair_dmg_port_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 3150
root_health_proxy = true

[CollisionGroup
obj = wing_starboard_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_starboard
dmg_obj = corsair_dmg_star_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 3150
root_health_proxy = true

[CollisionGroup
obj = fin_top_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpFin_top
dmg_obj = corsair_top_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Top_Fin
hit_pts = 3990
root_health_proxy = true

[CollisionGroup
obj = fin_bottom_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DPFin_bottom
dmg_obj = corsair_btm_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Fin
hit_pts = 788
root_health_proxy = true

[Simple
nickname = cv_dmg_port_wing01_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_port_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500

[Simple
nickname = cv_dmg_starboard_wing01_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_starboard_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500

[Simple
nickname = cv_dmg_mid_wing_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_mid_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500



here is the market ships.ini entry

[BaseGood
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 1, 1, 0, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 1, 1, 0, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
marketgood = razor_package, 1, -1, 1, 1, 0, 1, 1

Edited by - Big Al on 1/17/2005 10:54:12 PM

Edited by - Big Al on 1/17/2005 10:55:27 PM

Post Tue Jan 18, 2005 1:42 am

ok, i got quite a few error's or decreptencies in the code as follows

ship_class = 10
thier's only 1, 2, 3, 4

LODranges = 4000, 4000, 4000, 4000, 4000, 4000
really it should go like this:
LODranges = 0, 4000

and this at the end of the shiparch.ini entry that you posted:
<pre><font size=1 face=Courier>
[CollisionGroup
obj = wing_port_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_port
dmg_obj = corsair_dmg_port_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Port_Wing
hit_pts = 3150
root_health_proxy = true

[CollisionGroup
obj = wing_starboard_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpWing_starboard
dmg_obj = corsair_dmg_star_heavywing_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 3150
root_health_proxy = true

[CollisionGroup
obj = fin_top_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpFin_top
dmg_obj = corsair_top_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Top_Fin
hit_pts = 3990
root_health_proxy = true

[CollisionGroup
obj = fin_bottom_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DPFin_bottom
dmg_obj = corsair_btm_fin_cap
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Fin
hit_pts = 788
root_health_proxy = true

[Simple
nickname = cv_dmg_port_wing01_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_port_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500

[Simple
nickname = cv_dmg_starboard_wing01_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_starboard_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500

[Simple
nickname = cv_dmg_mid_wing_cap
DA_archetype = Ships\civilian\cv_starflier\cv_dmg_mid_wing.3db
material_library = ships\civilian\cv_ships.mat
mass = 5.000000
LODranges = 0, 100, 1500
</font></pre>

sry if i'm stripping you code to bits.....

other then that i'm not sure....

Edited by - NightHound on 1/18/2005 1:43:43 AM

Post Fri Jan 21, 2005 7:42 am


ship_class = 10
thier's only 1, 2, 3, 4

LODranges = 4000, 4000, 4000, 4000, 4000, 4000
really it should go like this:
LODranges = 0, 4000


There isnt 1,2,3,4. It goes 0-3.

0 - Light Fighter
1 - Heavy Fighter
2 - Freighter
3 - Very Heavy Fighter

LOD Ranges...I usually set them to 0, 99999, not that it really matters if your ship isnt very big.

What Nighthound said about the Collision groups is correct however. Unless you build all those parts into your ship, the collision groups will serve no purpose except to possibly throw errors to your console and/or FlSpew.

Post Mon Jan 31, 2005 4:32 pm

Lastly... Kasdian's DDS texturing guide doesn't mention that DDS's with only one LOD work just fine in FL. I switched over all of my mod's DDS textures to 0 LOD DDS, and all of a sudden, things quit disappearing during landing/takeoff sequences, which had been a major pain in the rear with my mod.

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