Yes that is often the case with source files, they are at a scale that is easy to work with. The problem is I forgot to scale it down before exporting.pyramid wrote:True, this would be something worth bugging jackS about. I was wondering if the intended size of the new design would be similar to the previous model. Currently, the ship is about the size of the mining station radar dish. It seems very big as compared to other craft but the scale can be easily adjusted via the scale parameter in units.csv file. So there is no need to change the mesh itself right now.
Unscaled, it is 50 units long in blender, which I guess becomes 50 meters in VS? If that were so, if I scaling it down 50% that would probably make it the right size.
Heh, that is the first time I have ever heard of a model appearing 180 degrees around after import. A reversed model export should be part of the next revision I send you.What might be required however is the change of orientation. If I understand the design correctly the forward direction is where the cannon and missile launchers point. With the current mesh, the craft forward direction is actually opposite. You might consider this for future developments of the mesh.
Sounds good. But maybe I'll make an improved bump, normal and albedo in preparation.Great This might as well wait until the CineMut family of shaders is done and the workflow defined, unless you'd like to continue the learning process.
I was not worried about that, I am more concerned with which of the models is better and which will fit better with EW's other Unadorned meshes. Because the model is like the foundation and frame of a house and the texture maps are the rest of it. The former might not represent as much of the visual impact, but if you don't get it right ahead of time it will be very difficult to fix and will always limit the integrity of the entire structure.This decision has already been taken. Yours is the craft that fits into the idea of VS universe. What I said was meant to be an incentive for you to continue the beautification of this craft to make it look visually appealing and realistic.
But maybe I am overconcerned with this. Do you think you could email me etheral_walker's derivative model and any textures it might have so I can take a look at it? I don't think blender has alot of trouble importing lightwave files.
Could you also send me my derivative's bfxm and compressed textures and the csv file or whatever that would need to be dropped into VS 0.5 to see it in game? (stats and orientation are no problem, I just want to see how it renders inside VS).
A whitish glow is probably the most realistic anyway.I have just committed the shield mesh, but due to the ongoing development of the new shaders it will show with a whitish glow when hit. This should be fixed with the CineMut FireAndGlass shader and an appropriate technique that will be assigned to the shield mesh.
I did, it made me wish the game was already ported to OGRE now.Also, haven't figured that out yet myself, but if you are eager to investigate, you might have a look on how to integrate engine exhaust to show when the ship is being propelled.