I just tested the models and noticed a problem: The wide enginepositions of the fighter and the int results on gigantic particle clouds when boosting. A chaser will have his whole screen covered by a white cloud, not being able to see the ship.
Aside from that I really like the models. Great work, keep it up!
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At least the lights are dependent on scaling: A small model will have huge lights if its scaled up by the core, while a large model will have tiny lights if its scaled down by the core. It may be the same with boost trails.l1ngus wrote:QUOTE (l1ngus @ Jan 15 2010, 05:03 PM) I just tested the models and noticed a problem: The wide enginepositions of the fighter and the int results on gigantic particle clouds when boosting. A chaser will have his whole screen covered by a white cloud, not being able to see the ship.
Aside from that I really like the models. Great work, keep it up!
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+1 to rama, i don't really know about the scaling for particles, i am sorry. To manage the size i just imported the current model and did a comparison directly in the modelling program, so i was sure not to touch the core scaling.
Keep it up guys, any info can be useful for testing. To the big DMing names out there, please give it a try too. The feedback about the feel of the ships in battle is very important to polish them up: are the models too easy to hit from the front? are they too wide? If we can make something about the particles we will i think, but to answer one of the questions, yes the current TF int has the same problem: i kept the original smoke joints and scaling so the actual behaviour of the booster trails should be exactly as they were on the int.
Keep it up guys, any info can be useful for testing. To the big DMing names out there, please give it a try too. The feedback about the feel of the ships in battle is very important to polish them up: are the models too easy to hit from the front? are they too wide? If we can make something about the particles we will i think, but to answer one of the questions, yes the current TF int has the same problem: i kept the original smoke joints and scaling so the actual behaviour of the booster trails should be exactly as they were on the int.
Last edited by raingriffin on Sat Jan 16, 2010 11:16 am, edited 1 time in total.
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