Are your interested by an X-Wing ?

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Are your interested by an X-Wing ?

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sedenion
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Post by sedenion » Wed Oct 07, 2020 4:55 pm

I guess the answer to the question of the title is "not really" since there is already several X-Wing model available.

Anyway, I started this model last year, after the "cockpits drama", I was originally planing to create all rebels ship for begning, then lack of motivation made me stopped before I finish the X-Wing. Right now, for the X-wing the mesh si currently finished, the UV mapping is done (may be adjusted), with currently default ambient occlusion texture. So, all texturing work is to be done.

To be honest, if this interest nobody, I stop here. If you need other ship to be redone, ask me, I would be appy to give some help.
xwing1.jpg
xwing2.jpg
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Bman
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Post by Bman » Thu Oct 08, 2020 7:01 am

Nice.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

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Trevor
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Post by Trevor » Sun Oct 11, 2020 6:01 pm

Split your wing textures off from the main hull so you can allow more texel data per wing.

Looks good though :)

How many tri's?

Trev

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sedenion
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Post by sedenion » Mon Oct 12, 2020 9:27 am

Trevor wrote:
Sun Oct 11, 2020 6:01 pm
How many tri's?
6137 vertices for 10440 triangles. Each separated mesh have less than 512 vertices (I think it is better to follow this rule)

korekwerner
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Post by korekwerner » Mon Oct 12, 2020 1:09 pm

@Sedenion This is the best X-Wing for XWA :-).
I can make textures for it.
Pls finish making it.

Bman
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Post by Bman » Fri Oct 16, 2020 6:31 am

Remember too, every .opt model can only have a maximum of 50 high-level meshes, the vertices and textures are more flexible now per mesh, using the hooks. But many LOD meshes can be assigned to "each" of the 50 parent meshes and you can set when they become visible based on distance to the player's craft.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

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sedenion
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Post by sedenion » Fri Oct 16, 2020 6:59 am

Bman wrote:
Fri Oct 16, 2020 6:31 am
Remember too, every .opt model can only have a maximum of 50 high-level meshes, the vertices and textures are more flexible now per mesh, using the hooks.
This limit is comfortable. In fact, except the 8-bit/256x256 texture limit, I find all the engine's native limits are pretty comfortable and wise, following them, we can make pretty detailed objects without getting too far.
Bman wrote:
Fri Oct 16, 2020 6:31 am
But many LOD meshes can be assigned to "each" of the 50 parent meshes and you can set when they become visible based on distance to the player's craft.
Speaking of parenting, I don't understand how and where objects parenting is handled. I see nothing related to this in XwaOptEditor. Somebody have some information about that ?

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JeremyaFr
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Post by JeremyaFr » Fri Oct 16, 2020 7:23 pm

sedenion wrote:
Fri Oct 16, 2020 6:59 am
Speaking of parenting, I don't understand how and where objects parenting is handled. I see nothing related to this in XwaOptEditor. Somebody have some information about that ?
Hello,
The LODs are at the top middle of XwaOptEditor.

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sedenion
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Post by sedenion » Fri Oct 16, 2020 7:34 pm

JeremyaFr wrote:
Fri Oct 16, 2020 7:23 pm
Hello,
The LODs are at the top middle of XwaOptEditor.
Ok, I see, but in fact I was asking about the classical object's parenting / transformation hierarchy.

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