Articles in Freelancer, Tutorials
This is the last part of a series of tutorials about how to create physical models (.SUR files) for Freelancer.
Multi part fighters may be a nice touch, but if there is something that really makes sense to destruct piece for piece it is a battleship!
And because the biggest one (besides the Nomad's) is the Rheinwehr's Battleship, we will take a closer look at it. Just before we start: It needs all our knowledge about how to create convex meshes and, most important, how to work with Schmackbolzen's .OBJ to .SUR Converter.
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This is the fourth part of a series of tutorials about how to create physical models (.SUR files) for Freelancer.
Of course, to learn something you need practical situations to use it!
In this case, we will create a new, a bit more accurate .SUR for the Rheinland Heavy Fighter - Valkyrie.
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This is the third part of a series of tutorials about how to create physical models (.SUR files) for Freelancer.
To use all things I told you about we need to know the .OBJ to .SUR Converter by Schmackbolzen first. Understanding the way it works gives us the opportunity to do everything you just read about.
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This is the second part of a series of tutorials about how to create physical models (.SUR files) for Freelancer.
Freelancer needs SUR files to generate collisions/physics of objects and their groups.
A SUR group always must have the same name of the CMP group it is assigned to (do not forget the common _lod1 ending!).
Because of this, SUR groups always move with their parent CMP group. They do not move with other SUR groups. Every single SUR group can consist of multiple convex meshes (see last Chapter).
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This is the first part of a series of tutorials about how to create physical models (.SUR files) for Freelancer.
Before you start creating your physical model for the .SUR file, you need to know how to do it the optimal way. For this, keep the following in mind:
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