SUR Exporter Beta News

  • Dang, if this worked, my mod team would be able to introduce a dazzling amount of new FL concepts. WE´ve got about 15 ideas shelved because of those stupid sur files. *sigh* <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> <img src=´http://img309.imageshack.us/img309/4290/flcebanner30vx.jpg ´> FL:CE Mod Team Leader

  • could we PLEASE get a compiled version?even if this exporter isn´t near fully working i´m sure we could get some valuable experience both for Colin and modders getting into the SUR problem if we could just USE it

  • Please be patient and wait for Colins work guys <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> The current version will give you more problems than it will solve... I have a vauge idea for a ´lego´ style of sur construction that needs refining to make certain of do-ability <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle> If it works it may be a stop-gap measure till a proper solution is found. +++ out of cheese error - redo from start +++

  • Really, really close now. I have developed a new method, which seems to have gotten past many different problems. It <i>may even let us build convex objects </i> but this has yet to be demonstrated (due to lack of time- I skipped sleeping all day today just to get to my current point- and I have to sleep tomorrow after working tonight lol). The new method, which is much, MUCH easier to do, and should be in the grasp of anybody who can make boxes and push/pull their verts... will be verified by the test team, and if I can get confirmation from them... it´ll be time to release something.

  • sweetness,so whats the news on collisiongroups?can these legos substitute for them? i really wanna make a destructible ship<img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

  • 1. What we have works... most of the time. Sort´ve. With some problems. I´ve now got things to the point where I only have to spend *part* of my time hex-editing the final results, and for the most part, ship SURs work right. If you´d like, I´ll post up a sample SUR for you to see. 2. It will get released when it´s 100% functional. Not necessarily easy or fun, but passes the basic tests for SURs: A. Can it detect collisions 100% of the time? This, the most basic element of SURs, took a very, very long time to get. At this point, so long as the SUR is made right, the answer is &quot;yes&quot;. B. Is the physical behavior accurate? Long story short- SURs also control some FL physics. Among other things, they provide the &quot;true center&quot; and the length of the &quot;arm&quot; being rotated. C. Are the outside brackets and lead indicator accurate? This is one of big problems I´m having right now- thankfully even mortals like me can fix this. D. Can it be concave? This last one hasn´t been tested since I came up with my newest construction method, but will get tested soon- I want custom Bases as much as anybody.

  • Hello folks, just skimmed over this topic, sounds like you guys &amp; gals are getting there. I´ve been out of touch for such a long time. So did the .sur file get decoded completely? What are the current issues? I saw mention of having to hex-modify a generated .sur file, why is this needed, what part of the .sur do you have to hand carve to make it work? Keep up the good work &amp; momentum.

  • just wanted to offer my encourgment we all know this is really important to freelaner modding as big if not bigger to the whole limts issues thats being worked on as well. Keep it up guys <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> James &quot;Quickshot14&quot; Greenwood QSD (Quickshot14´s Domain http://qsd.xpi.org.uk) Home of QFL &amp; QWC And Quicks Mix Radio

  • Twex : 1. I have to &quot;hand-carve&quot; the Extents and Radius, and usually the Origin coordinates. This is a combination of problems with FLModel Tool (which Anton is aware of) and problems with the Exporter beta, which Colin is aware of. I´m no

  • Twex - The last unkown is 1 bye (see my posts in latter pages of original sur thread). It appears to be different in every sur and comes in this style : 32 bit word split as : BYTE unknown WORD identical_to_previous_offset_entry BYTE padding (always 00) I have a horrible feeling that its a bitfield. If you can help us finish this up... +++ out of cheese error - redo from start +++

  • With current distribution of free time... Around about when tortoises come out of their boxes <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> Maybe a week or two after to allow for spoilt cabbage clean up <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> +++ out of cheese error - redo from start +++