Gigacorp Lxy Int

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
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Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

Odd I have never noticed this before. Look at the Gigacorp lxy int on MDL view, it is fig11ops1.mdl

Observe the bottom of it near the tailpipe. Texture mappings are not right. I looked into milkshape with this. The "normal" gigacorp int does not have this funky texture problem. Would you allow me to fix this and post an updated lxy model. This is not a mere, switch textures kind of fix. The problem lies within the model and the texture coordinates. The cvh should not need to be worried about. See..

http://i53.photobucket.com/albums/g68/hammertime_02/LXY.png
http://i53.photobucket.com/albums/g68/hamm...e_02/NOTLXY.png
http://i53.photobucket.com/albums/g68/hammertime_02/TRI.png

If you see, there is a triangle section here which eneds to be put up in the upper right corner to fix it.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
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