Do you have what it takes?

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Re: Do you have what it takes?

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Aug 01, 2018 8:32 am

My jaw dropped on this one. Finally, a platform!

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Warb_Null
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Post by Warb_Null » Wed Aug 01, 2018 11:32 am

Darksaber wrote:
Tue Jul 31, 2018 7:16 pm
Think you made a boo boo, when renaming your textures and importing the renamed textured, you've removed the illumination underscore textures you had, on the 2 2048x2048 textures.

You could have simple clicked on "Generate Names" (at the bottom of the "Textures" page) which automatically renames all your textures to Tex00000, Tex00001, Tex00002 etc etc, this way you could have saved your illumination and renamed your textures :(

Great Model and textures love the Falcon Cockpit type laser cannons, sort of remind you of Anti aircraft guns :D
All right, lets try that again.
Did the generate names thing with the iluminated texture and made the turrets destructable.
https://we.tl/nxOvcQnJ6C

rogue518
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Post by rogue518 » Fri Aug 03, 2018 12:37 am

Thank you Warb_Null...a Platform!!!! And it's AWESOME!!!
Sincerely, Rogue518
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Driftwood
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Post by Driftwood » Fri Aug 03, 2018 1:08 am

Fantastic, I have to say it's good to see new stuff coming out again!

Bman
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Post by Bman » Sat Aug 04, 2018 11:31 pm

Very good.
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Spyder
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Post by Spyder » Sat Dec 22, 2018 9:37 pm

Here is my take on the good old T-65. Just built the Bandai 1/72 modelkit and got inspired, ended up as a comlplete opt.
Sorry if this is the wrong place to post this.
http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
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Last edited by Spyder on Fri Jan 25, 2019 9:39 pm, edited 1 time in total.

Bman
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Post by Bman » Sat Dec 22, 2018 9:54 pm

Nice job.
Last edited by Bman on Sat Dec 22, 2018 10:49 pm, edited 2 times in total.
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Jaeven
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Post by Jaeven » Sat Dec 22, 2018 9:56 pm

Looks fantastic. Great work, Spyder.

rogue518
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Post by rogue518 » Sat Dec 22, 2018 10:39 pm

Good job Spyder... love the detail... :)

Sincerely, Rogue518
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Forceflow

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Post by Forceflow » Sun Dec 23, 2018 10:56 am

Wow, that is some serious skill there! Great work
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JeremyaFr
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Post by JeremyaFr » Sun Dec 23, 2018 11:36 am

Nice

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Darksaber

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Post by Darksaber » Sun Dec 23, 2018 8:23 pm

I'm really impressed by this, been looking at the models closely, and from the textures it looks like it would be 20 or 30k in faces, I was surprised that the exterior is under 10k :)

I did find a few issues with the models though, I hope you don't mind me pointing them out

At first I tried opening each model with Jeremy's XWA Opt Editor, but each model crashed the editor, I manage to import them into optech but the reason for the editor crashes, was that on each model there is either one or two textures with the incorrect texture dimensions, I'm not sure if this will effect the game or not, but it might be an idea to correct these texture, plus there are a few other issues which are easily fixed, I'll go through each opt

First the Exterior Opt
Tex00007.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256

There are faces that need to be deleted as when you click error check a list of error shows "Face normal does not correspond to orientation of face." these all called coincedent vertices they show on the model as a line and if deleted won't show any visible difference (again not I'm sure if they might cause the game to crash) but I would recommend they be deleted.

Faces to delete
MESH 6, Faces 37 to 68
MESH 34, faces 5 and 6
MESH 35, faces 51 and 52, 79 and 80

Base Opt
Tex00001.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
Tex00001.bmp the texture dimensions are 296x512, it needs to be resizes to either 512x512 or 256x512

No faces to delete

LOD model
You've added a LOD model to the base, but it will never show in game as you haven't set the cloaking distance for each high level mesh, at the moment each mesh it set to 1000, this mean the high level model will always be on screen, to fix this set each mesh to something between 0.4 to 0.6.

Cockpit Opt
Tex00005.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256

Faces to delete
MESH 6, Faces 26 to 36, 42 and 43, 74 and 75, 113 to 118, 121 to 124, 130 and 131, 162 and 163, 203 and 204
MESH 17, faces 101 to 104

And on R2's shoulders, a number of faces are inverted Mesh 5 faces 47 to 128

Apart from them few issues it's a really great looking model, and the textures are brilliant, love the cockpit :)
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Spyder
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Post by Spyder » Mon Dec 24, 2018 11:45 pm

Thanks DS, I appreciate your very specific feedback :)

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Darksaber

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Post by Darksaber » Wed Dec 26, 2018 3:45 pm

No problem, just hope it didn't come across as condescending, that wasn't my intention :)
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Oldcode
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Post by Oldcode » Wed Dec 26, 2018 5:42 pm

Awesome job Spyder! :D

Spyder
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Post by Spyder » Fri Jan 25, 2019 9:55 pm

I am making additional textures for use with the mission hook. I tried adding all the FG textures into one opt but it got really big so I decided to make different editions. I have also made an Azzameen edition for use with the XWA main campaign using Ace Azzameens distinct x-wing helmet, in this edition I also added Luke and Wedge since you fly with them during a few missions.

Default Edition: http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
Azzameen Edition: http://www.mediafire.com/file/25tdhele1 ... n.rar/file
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Bman
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Post by Bman » Fri Jan 25, 2019 11:25 pm

Very nice job.
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Phoenix Leader
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Post by Phoenix Leader » Fri Jan 25, 2019 11:53 pm

Superb! This will be the most detailed X-Wing ever!

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DTM
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Post by DTM » Sat Jan 26, 2019 8:25 am

That's wonderful! Great job!!!

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WIPs: Fixing missions and new editing for the REBCP, Resistance Mon Calamari Cruiser, New advanced base OPT files for all playable XWAUP crafts.

JeremyaFr
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Post by JeremyaFr » Sat Jan 26, 2019 9:30 am

Good work :2thumbs:

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Trevor
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Post by Trevor » Sat Jan 26, 2019 6:44 pm

so the default one is simply the default x-wing with red gold blue and green colours, while the Ace one has additional Luke and Wedge?

Trev

Spyder
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Post by Spyder » Sat Jan 26, 2019 10:38 pm

Yes that's right!

fonok79
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Post by fonok79 » Sun Jan 27, 2019 9:00 am


Spyder
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Post by Spyder » Fri Mar 08, 2019 9:49 pm

Hi guys!
I have been messing around with some more FG colours for the X-wing.
Here is the Red squadron edition.
Enjoy
http://www.mediafire.com/file/2s7z9hzbo ... n.rar/file

Image

JeremyaFr
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Post by JeremyaFr » Sat Mar 09, 2019 9:33 pm

:thumbs:

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