Soooo, you want to become a member of the team? Well good luck with that!
Everybody is welcome to the XWAU-Team, however, you must have abilities in following fields:
- Modelling (though to be honest, we do have quite some modelers right now)
- Texturing (Highly needed right now)
Preferably we need people who can do more than just one task. Right now if you can only model you have to show of some pretty awesome work to get accepted, since we actually do not neccessarily need more modellers.
We do not need beta-testers right now, so don't even ask
Before you will be accepted into the team, you will have to show some work of yours. You may present whatever you want, it doesn't have to be something you'll use for the project, just showcase some of your work and we'll judge it.
The Team will vote whether you'll be accepted or not, don't even start to bug any single member, this is a TEAM project!
Non-Members cannot register crafts on the progress page. You can say that you want to do any craft on the page and then present it to us. In case it's XWAU standard you'll be allowed into the team and the craft will then be registered to you. However, in case any XWAU-Member decides to register the craft before you are officially granted member status the project automatically goes to this member. (You may of course still use your work to show your qualities)
These are the guidelines for designing the actual flight models. In case you consider contributing a model for the XWAUP please consider those!
Playable craft (Starfighters, Corellian transports)
All flyable craft should be created with base, exterior and cockpit model
The Base model is the model used by AI-controlled NPC ships. It should feature a LOD model and, if applicable, flightgroup colors.
Illuminated textures on tips of engine nacelles for "glow"
Note: Also applies to utility craft, shuttles, small transports or other fighter or transport-sized craft not flyable by the player)
The Exterior model is used by player craft in 3rd person view. It is higher in detail than the Base model
The Exterior should include a transparent canopy and cockpit interior model with a pilot (tipp: Use "ejected" pilot rescaled to 1.7 meters in height for Rebel and Neutral fighters. Imperial craft use Matt's new Imperial pilot)
Engine intakes are hollow (double layered with the back wall slightly smaller in diameter to give "width") with 3D turbines (if known or visible) and support beams
Engine exhaust nacelles are also hollow with illuminated textures on back wall for engine "glow"
See A-wing and X-wing screenshots for examples
The Cockpit model is used when in 1st person cockpit mode. It is highly detailed and contains all the exterior parts visible by the player when in this mode.
The model is centered on cockpit location on the EXTERIOR OPT, with in-game POV to be set accordingly. Craft with off-center cockpits or pilot's seats (such as the side-by-side seats on the CORTs and Planetary Fighter) to be properly offset
- Use illuminated textures for computer displays and buttons where applicable
- Canopy frame not to be distorted to promote visibility
- Rebel and most Neutral starfighters have 3D flight sticks and throttle controls
- Imperial starfighters use Matt's flight yoke
- Larger Neutral starfighters (such as the Planetary Fighter and Pursuer) use flight yoke
- Must include all parts of the hull visible from the cockpit
Starfighter Engine Glows use TWO glows for the effect: A smaller, brightly colored glow for the actual glow, and a second outer corona. The outer glow is larger in diameter, but the inner glow is longer. Coloration and exact diameter of the two is to be determined by the size of the engines. See screens of already completed glows for examples.
- No laser turrets unless visible in the actual film models. If no turrets are visible, use hull mesh hardpoints
- Starship engine nacelles are hollow inside with illuminated textures for glow
- Illuminated textures for windows, hangars etc.
Platforms, satellite, mine, probe
requirements to be determined