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**Tutorial** Creating custom .surs via the .sur splicer

Here you find the different tutorials on editing and MODing Freelancer

Post Thu Sep 14, 2006 1:31 am

sorry Dev my memory is pretty poor from smoking the shire tobacco

just trying to help here with what i hope are some constructive observations;
looking at the differences when importing an exported, spliced, and vanilla sur i notice that the spliced sur parts do not convert back from UTF id's like vanilla surs do on importing ?

also, is it necessary to strip the shield bubbles? the SUR exporter will export 1 object or multiple objects with a two bubbles one after root and one at the end of the file, and vanilla surs likewise have two big 'shield' bubbles. so perhaps they're not both shield bubbles (we know that usually the shield bubbles are attached by an empty 3db) but one of them is a collision-detection envelope, used for efficiency? bah- i don't know really, i'm just 'shotgunning' ideas here (edit:found that adding these sur-wraps back into the SUR had no effect so nvm that idea)

sorry to bug ya, i know i'm ignorant and probably not very helpful but it is quite a frustrating situation when a player can hide half a battleship inside a station to shield its destructible components :O

Edited by - Cold_Void on 9/14/2006 10:30:37 AM

Edited by - Cold_Void on 9/14/2006 2:12:24 PM

Post Tue Sep 19, 2006 9:55 pm


well, i found that ship-to-ship collisions are working fine - i guess you're right about the original sur's. i'm going to have to seriously consider replacing all the bases (yikes.. lotta work). and i wanted to remind you i'm still grateful for the tools

Edited by - Cold_Void on 11/1/2006 8:30:46 PM

Post Wed Nov 07, 2007 5:25 pm

Bump! This topic was getting lost!

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