Author Topic: A New X-Wing  (Read 11243 times)

0 Members and 1 Guest are viewing this topic.

Offline Grey Wolf

I know Jake Logan already made an X-wing for FS2, but I decided to make my own. I'm currently in the POF editing stage, and it should be done within a day.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
do you want my imput?  if so, read on:

1. Wings spread too far.
2. Wings joined too close together, should be more vertical distance between them
3. nose is too short
4. body is a bit to fat and wings a bit too large
5. engines too small and missing the aft half of them
6. no flash supressors on the tips of the cannons
7. wings are not textured with the appropriate paint job to corrispond with the stripes.
8. cockpit doesnt show the frame work

otherwise, its pretty good.

 

Offline Grey Wolf

Quote
Originally posted by LtNarol
do you want my imput?  if so, read on:

1. Wings spread too far.
2. Wings joined too close together, should be more vertical distance between them
3. nose is too short
4. body is a bit to fat and wings a bit too large
5. engines too small and missing the aft half of them
6. no flash supressors on the tips of the cannons
7. wings are not textured with the appropriate paint job to corrispond with the stripes.
8. cockpit doesnt show the frame work

otherwise, its pretty good.
[Digs out old X-wing toy and opens Modelview]
1. You're right.
2. You're right again.
3. It's just the angle.
4. It's close....
5. Oops!
6. Poly limitations; was forced to remove them.
7. Blame my horrible map-editing skills.
8. See #7.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

  

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
Probably too many polys sunk into those engines....but thats upto you :D
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Grey Wolf

I tried reducing the polys on the engines and they looked like crap.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
hi,
in this period i have a lot of real life "to do jobs" so i have really not enough time work continuosly at the Star Wars mod ( http://members.fortunecity.com/aranbanjo ) but i don't forget it and, if and when i find useful external contributes, i immediatly activate my attention. Actually i find your model interesting but with some lacks in both the modelling and the texturing stuff.
about modelling:
wrong proportions
(i suggest to download the xwamodel ( from [url]http://www.xwaupgrade.com,[/url]... it will be an *.opt(xwa format) but if interested i can tell you how to convert to dxf)
wrong laser cannons (little prob)
wrong engines (BIG prob)

about textures:
 well it isnt something specific but textures with in game models are probably the most important part, and they need in your case a generale enhancement....
not all the 3d elements can be realized in the modelling part of the owrk, most of em must done by  creating the "right" textures ..simply in your case textures are too "general" (expecialy for the rear half of the ship) and they don't suggest any hardware element....


well, maybe its only my opinion, btw i hope this feedback to be of some use for you...
if you succesfully manage to "tune" your model....my emali is [email protected]
cya
« Last Edit: May 24, 2002, 10:08:40 pm by 433 »

 

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
Nice TI, TD, and TF.  Very nice indeed!
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline Grey Wolf

I redid some modeling on it:

I fixed the guns, added rest of the engines, and readjusted the proportions. The textures, however, I have a slight problem with. My best 3D modeling programs are TS2 and Blender, and my best 2D editing programs are MSPaint and Irfanview. Hence, I cannot get good UV mapping on them, and I don't have the capability to make good maps at any reasonable amount of time. If you can get someone else to texture it, I can fix any other modeling problems in there.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
Your suppressors are the wrong shape. They should be flat on the top and bottom. Can we have a top down wiew? I think your guns are too short.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline EdrickV

  • Valued
  • 29
    • http://members.aol.com/HunterComputers
No good 2D graphic programs? Get The Gimp!
http://www.gimp.org/win32/
IMHO it's Photoshop's equal. But free. :D
(Or at least the equal of Photoshop 4 which was the last one I've used. Except it doesn't render blue and white clouds which I miss.)
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
http://members.aol.com/ArisKalzar/Gallery.html
Turreting 101:
http://members.aol.com/EdrickV/FS2/Turreting.html

http://members.aol.com/HunterComputers

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
nose still looks too short and too narrow at the front, nosecone is likewise too narrow and doesnt cover the bottom

 

Offline Grey Wolf

Here's a top-down view as rendered in TS2:

And I'll try that Gimp program....
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
its turning out pretty cool, if you want my opinion...;)
can you post some more pics about rear and side view?

btw some other tips:
laser cannons should be litlle more thin and maybe (not sure) little longer

i have some doubts about the top part of the laser cannons (size and orientation)

the first part of the engines seems (not sure due to shadows) little out from the right orientation, i mean that they seem rotated of a very little angle, but maybe its only an impression
 
maybe, if polycount is not too high, you could add the "trasversal bar" in the hole at the beginning of the engines, (but it can be done with texxtures too...just if polycount isn't too high)

for the rest it seems very very good......

about textures i may help you doing them (only prob, it will be a long job since i don't have so much time) and, if you agree, once completed i would be happy to add your model to the Star Wars mod

another tip: you can easily create a z95 headhunter out of your x-wing, they are pretty similar....

 

Offline Grey Wolf

The polycount right now is about 1400 (yes, very high, I know, mainly because it's triangulated). I'll post some pics in a minute after I do some work on the R2 unit and I change the lighting.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Grey Wolf




I added the transversal bars and lowered R2's polys.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline vadar_1

  • Mr. Crispy
  • 29
  • .
    • http://dynamic4.gamespy.com/~freespace/hosted/fullcircle/
Did you glue R2 on as a child? He would make an excellent subobject to blow off...
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Offline Grey Wolf

Quote
Originally posted by vadar_1
Did you glue R2 on as a child? He would make an excellent subobject to blow off...
It's currently in SCN format and yes, you will be able to blow him off. BTW, is there any way to make missiles not lock when a subsystem is destroyed?
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
Your suppressors are at the wrong angle. Check the X-Wing models in SW.
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline vadar_1

  • Mr. Crispy
  • 29
  • .
    • http://dynamic4.gamespy.com/~freespace/hosted/fullcircle/
Quote
Originally posted by Grey Wolf 2009
It's currently in SCN format and yes, you will be able to blow him off. BTW, is there any way to make missiles not lock when a subsystem is destroyed?



Most likely your debris for that subsystem is not correct..thats the only thing I can think of
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Offline Grey Wolf

Quote
Originally posted by vadar_1



Most likely your debris for that subsystem is not correct..thats the only thing I can think of
No... I was asking if there is a way so we can make the missiles on a ship not lock using scripting when a subsystem was destroyed.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw