t3rr0r Posted October 31, 2003 Share Posted October 31, 2003 Originally posted by NeoMarz1 Also they changed Mace Windus saber in episode 2. To my knowledge Jedi's arent suppose to re-build thier sabers every other decade just to be fashionable. Oh well:rolleyes: Mars out didn't he give the one he had in tpm to eeth koth? and, another point about why it should be like a fighter is you can't aim with a swoop. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 31, 2003 Author Share Posted October 31, 2003 I'll play some Rogue Squadron to remember just how it moves Link to comment Share on other sites More sharing options...
mace_sundancer Posted October 31, 2003 Share Posted October 31, 2003 it flies like any other fighter, i've justed finished re-playing RS3D so i can tell you that. the only difference is of course, it lacks secondary weapons like proton torps, concussion missiles or bombs that the a-wing, x-wing, y-wing and v-wing have. really the 'snowspeeder' is supposed to be an Incom T-47 airspeeder. it's a sub-orbital fighter craft, comparable to a jet plane...x-wings, TIEs, b-wings, e-wings, y-wings, a-wings are all trans-atmospheric fighters, that can fight in atmosphere or in space. the v-wing is also an airspeeder... Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 31, 2003 Author Share Posted October 31, 2003 Rogue squadron don't have any space missions for some reason, unless you count that deathstar mission. Another difference between the snow speeder and the x-wing(for example) is that the speeder can't make loops, and they can make much lighter pitches. JA does not features loops, and the pitch amount is adjustable. I just don't see any reason to make it a speeder type. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 1, 2003 Author Share Posted November 1, 2003 Mars has already sent it to me, but my 3D Studio Max couldn't read it properly, so I'm now waiting him to send it to me in a 3ds type Link to comment Share on other sites More sharing options...
NeoMarz1 Posted November 1, 2003 Share Posted November 1, 2003 Originally posted by t3rr0r didn't he give the one he had in tpm to eeth koth? and, another point about why it should be like a fighter is you can't aim with a swoop. hhmmm... that would be interesting if its true. I thought that building a lightsaber showed that the Jedi had completed his early training. If it were given to Eeth Koth, then Eeth Koth missed out on a big part of his training. Link to comment Share on other sites More sharing options...
t3rr0r Posted November 1, 2003 Share Posted November 1, 2003 Originally posted by NeoMarz1 hhmmm... that would be interesting if its true. I thought that building a lightsaber showed that the Jedi had completed his early training. If it were given to Eeth Koth, then Eeth Koth missed out on a big part of his training. nah, eeth koth did have his own... but was given mace windu's in a comic... don't know the details. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 1, 2003 Author Share Posted November 1, 2003 Please stay on subject. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 1, 2003 Author Share Posted November 1, 2003 The situation is looking grim, as all of the efforts my Mars to send me the model with the textures fails. Link to comment Share on other sites More sharing options...
Manquesa Posted November 1, 2003 Share Posted November 1, 2003 well, if the model hasn't actually been changed since you sent it to him. He should be able to save the uvw mapping coordinates as a *.uvw file and then send you those files along with the texture maps seperately. Then you'd just have to load up the model (the one you already have), add the uvw unwrap modifier to the model, then in the uvw unwrap parameters window click on "Load" and load the .uvw file. Then just assign the material to the model (the texture map). Just an idea, i'm not sure exactly what problems your having so it may not be the best solution. Link to comment Share on other sites More sharing options...
NeoMarz1 Posted November 1, 2003 Share Posted November 1, 2003 Originally posted by Manquesa well, if the model hasn't actually been changed since you sent it to him. He should be able to save the uvw mapping coordinates as a *.uvw file and then send you those files along with the texture maps seperately. Then you'd just have to load up the model (the one you already have), add the uvw unwrap modifier to the model, then in the uvw unwrap parameters window click on "Load" and load the .uvw file. Then just assign the material to the model (the texture map). Just an idea, i'm not sure exactly what problems your having so it may not be the best solution. I'll keep this in mind later. A good suggestion I think we got it figured out. It seems as though his md3 importer for max, dumps the texture info. He was able to bring it into md3 view, and export it as a glm. So were good now. Mars out! Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 I'll continue tomorrow, cuz it's getting late. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 I inserted it ingame, but there are still some stuff I need to work out. Link to comment Share on other sites More sharing options...
NeoMarz1 Posted November 2, 2003 Share Posted November 2, 2003 Originally posted by imyourfather I inserted it ingame, but there are still some stuff I need to work out. Looks great! I cant wait to check it out myself. Mars out! Link to comment Share on other sites More sharing options...
The Cheat Posted November 2, 2003 Share Posted November 2, 2003 one word, ownage, that looks so awesome man. you have done a great job on his Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 I have a problem, the speeder is about a meter of the floor when it lands. It's not THAT high, but I don't know what to do about it. I raised the Z Origin Adjust to 40, but it didn't in Assimilate, but it was just like when it was on 24, is 24 the max? Anyway, anyone wanna test? Link to comment Share on other sites More sharing options...
Manquesa Posted November 2, 2003 Share Posted November 2, 2003 well, there is both hoverHeight and a landingHeight parameter in the .veh file. But also you can move the vehicle on the x-axis in 3ds max before you export to .XSI so that's it's a little more above the dummy tags (all the root tags, step 5 of Duncan's tut), I think that'll work, may be wrong though. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 there is both hoverHeightOnly for speeder type vehicles. and a landingHeight It just determans when the ship will begin the auto landing. But also you can move the vehicle on the x-axis in 3ds max before you export to .XSI so that's it's a little more above the dummy tags I suppose you meant z-axis Link to comment Share on other sites More sharing options...
t3rr0r Posted November 2, 2003 Share Posted November 2, 2003 some other colour schemes (here and here)... for variety... if mars is interested. also, will you be making it so a second person can control the toe cable (just a secondary weapon in this case) at the back? Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 Originally posted by t3rr0r some other colour schemes (here and here)... for variety... if mars is interested. Let's hold it until after the release, shall we? also, will you be making it so a second person can control the toe cable (just a secondary weapon in this case) at the back? You can't use tow cables in JA, it's just ain't possible without the source code, so the tow cable luncher is just for the show, it doesn't even have a tag on it. Link to comment Share on other sites More sharing options...
t3rr0r Posted November 2, 2003 Share Posted November 2, 2003 Originally posted by imyourfather You can't use tow cables in JA, it's just ain't possible without the source code, so the tow cable luncher is just for the show, it doesn't even have a tag on it. note how i said 'just a secondary weapon in this case'... i never said it would shoot cables... and it is possible, as two other people can control the turrets on the lambda shuttle (when the .veh file is tweaked). Link to comment Share on other sites More sharing options...
Manquesa Posted November 2, 2003 Share Posted November 2, 2003 Originally posted by imyourfather I suppose you meant z-axis Yeah, whatever axis it is, I always get those mixed up, I have to look at the gizmo. Link to comment Share on other sites More sharing options...
tFighterPilot Posted November 2, 2003 Author Share Posted November 2, 2003 I kinda fixed it, anyone wanna beta test? Link to comment Share on other sites More sharing options...
boinga1 Posted November 3, 2003 Share Posted November 3, 2003 I can if needed, although you might want to put me low on your list- my schedule is, shall we say, a little erratic. Link to comment Share on other sites More sharing options...
Emon Posted November 3, 2003 Share Posted November 3, 2003 You don't need to set any offsets, you can adjust hover height in the vehicle file. Link to comment Share on other sites More sharing options...
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