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Difference between revisions of "XWAU Guidelines"

(starfighters/corellian transports)
(BASE MODEL)
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These are the guidelines for designing the actual flight models. In case you consider joining the group please consider those!
+
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==
 
==Playable craft (Starfighters, Corellian transports==
 
All flyable craft should be created with base, exterior and cockpit model
 
All flyable craft should be created with base, exterior and cockpit model
  
===BASE MODEL===  
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===BASE===  
 
The '''Base''' model is the model used by AI-controlled NPC ships. It should feature a LOD model and, if applicable, flightgroup colors.
 
The '''Base''' model is the model used by AI-controlled NPC ships. It should feature a LOD model and, if applicable, flightgroup colors.
  
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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
 
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
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*Use illuminated textures for computer displays and buttons where applicable
* Canopy frame not to be distorted to promote visibility
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*Canopy frame not to be distorted to promote visibility
* Rebel and most Neutral starfighters have 3D flight sticks and throttle controls
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*Rebel and most Neutral starfighters have 3D flight sticks and throttle controls
* Imperial starfighters use Matt's flight yoke
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*Imperial starfighters use Matt's flight yoke
* Larger Neutral starfighters (such as the Planetary Fighter and Pursuer) use flight yoke
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*Larger Neutral starfighters (such as the Planetary Fighter and Pursuer) use flight yoke
* Must include all parts of the hull visible from the cockpit
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*Must include all parts of the hull visible from the cockpit
  
 
===Engine glow===
 
===Engine glow===
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==Starships, platforms==
 
==Starships, platforms==
  
* No laser turrets unless visible in the actual film models. If no turrets are visible, use hull mesh hardpoints
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*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
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*Starship engine nacelles are hollow inside with illuminated textures for glow
* Illuminated textures for windows, hangars etc.
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*Illuminated textures for windows, hangars etc.
  
 
==Platforms, satellite, mine, probe==
 
==Platforms, satellite, mine, probe==
  
 
requirements to be determined
 
requirements to be determined

Revision as of 15:48, 6 January 2019

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

BASE

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)

EXTERIOR

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

COCKPIT

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

Engine glow

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.

Starships, platforms

  • 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