[Sur Tutorial] Hitbox from 3DSMAX to Freelancer
-
We use 1:1 at FWs.
-
Thx Mirkha …
i haven’t the time yesterday to translate it … thx to FriendlyFire to have done it …This is a long work we have done with Mirkha of testing step by step all this tutorial
with this method, and this soft, you could create ring, tubular form , boolean form, convace form and convex form with ANY problem of SUR in space …
and now without Sun light throught an objectat this time, if someone have enough knowledge to delevop a import/export function for 3Dmax, it will be great …
why we have use 3Dmax, cuz Milkshape is very buggy to create complex form and impossible to do boolean operation
vertex 3d posittionning and orientation could create bugs into the SUR with milkshape, not if your bow was done with 3Dmax .please , to all who will use this tutorial, just post a thx into your credit for , Mirkha & CzW , that’s just we requiring …
hope now work on Syd information to animate models …
with this tuto, i think we could do great thing with animate model -
looks good thanks for that.
Does anybody know what scale in max you should use that fits with Freelancer model scales? (saves re-sizing)
we have use this setting …
1 unit in milkshape is 1 meter in game …
we have scale it to a PNC in game with a box for comparaison -
If my CMP model is one part (not only one group), how to make it to work ?
Same as above ?
your cmp could be in multiple part, it doesn’t matter
you could have a cmp in only one volume or in separate element …
when you do the SUR, box will be close to your CMP
you could do a solid one bloc SUR , or a multiple SUR for destructible component or animate part …
if you do multiple SUR, better to do multiple CMP, with parent function for destructible of animateCzW
-
looking on this tutorial i must say that its a method that i only want to use on very complex objects coz its much more complicated then creating surs in ms3d and much more time consuming
i guess its good for creating stations surs… but not good for ship surs.
-
I’m getting an issue when I try to run splicer.bat
C:\Users\Antares\Desktop\hitbox_tools\hitbox tools>sur_splice.exe ini.ini
Could not open output file* C:\Users\Antares\Desktop\hitbox_tools\hitbox tools>pause
Press any key to continue . . .This is my ini.ini ``` [*] ds_light.sur [*] ds_light_cons_fix.dat [*] 10517.076172 [*] 4856.150391 4860.586914 4856.150391 [*] dsl_S01.sur Root The only sur I have is called dsl_S01.sur and it's in the same folder. Any ideas? [code] Fix: remove the [*] at the beginning of each line in the ini.[/code] ```
-
looking on this tutorial i must say that its a method that i only want to use on very complex objects coz its much more complicated then creating surs in ms3d and much more time consuming
i guess its good for creating stations surs… but not good for ship surs.
everybody are free to use the way he want ……
this tutorial is just to explain how to do a perfect SUR file …
if you prefered to a more simple SUR, that’s your choicemyself, i prefer , my way, cuz, it’s much closer than the model,
imagine a model with a hole into it … look more fun to do this hole instead to have a bubble around … every shoot will pass throught the model by this hole … more realistic …after each modder will found his way …
after if into your mod, you are alone to do all, sure to safe time, do a simple SUR …it just an offer to the community … to present a more complex SUR file creation …
our simple idea is to share our discover and knowledge …
-
… much closer to the model… much more polygons… much more calculations needed for hit detection… but like you said… everybody are free to use the way he want ^^
Ya, we like this method because we use a lot of custom ships that don’t fit with any normal Freelancer .surs. It offers a lot better hitboxes for us. Mirkha and CzW were nice enough to share this information to the entire community, so we can all benefit from what they’ve accomplished - something that I hope other mods communties do when advancements in FL Modding are made. Whether you use it for your server is up to you; for total conversion mods, I believe it’s a necessity.