Do you have what it takes?
Re: Do you have what it takes?
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
My jaw dropped on this one. Finally, a platform!
- Warb_Null
- Posts: 99
- Joined: Tue May 15, 2018 6:49 pm
All right, lets try that again.Darksaber wrote: ↑Tue Jul 31, 2018 7:16 pmThink you made a boo boo, when renaming your textures and importing the renamed textured, you've removed the illumination underscore textures you had, on the 2 2048x2048 textures.
You could have simple clicked on "Generate Names" (at the bottom of the "Textures" page) which automatically renames all your textures to Tex00000, Tex00001, Tex00002 etc etc, this way you could have saved your illumination and renamed your textures
Great Model and textures love the Falcon Cockpit type laser cannons, sort of remind you of Anti aircraft guns![]()
Did the generate names thing with the iluminated texture and made the turrets destructable.
https://we.tl/nxOvcQnJ6C
- rogue518
- Posts: 2814
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Thank you Warb_Null...a Platform!!!! And it's AWESOME!!!
Sincerely, Rogue518
Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- Driftwood
- Posts: 2173
- Joined: Wed Oct 22, 2003 11:01 pm
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Fantastic, I have to say it's good to see new stuff coming out again!
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Spyder
- Posts: 90
- Joined: Sat Feb 18, 2012 11:29 am
Here is my take on the good old T-65. Just built the Bandai 1/72 modelkit and got inspired, ended up as a comlplete opt.
Sorry if this is the wrong place to post this.
http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
Sorry if this is the wrong place to post this.
http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
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Last edited by Spyder on Fri Jan 25, 2019 9:39 pm, edited 1 time in total.
- rogue518
- Posts: 2814
- Joined: Wed Jul 12, 2000 11:01 pm
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Good job Spyder... love the detail... 
Sincerely, Rogue518

Sincerely, Rogue518
'Stay in Attack formation!' Darth Vader aka: Anakin Skywalker During the 'Battle Of Yavin'
- Forceflow
- Posts: 7184
- Joined: Wed Oct 20, 1999 11:01 pm
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Wow, that is some serious skill there! Great work
Murphy was an optimist! I am a pessimist!
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
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I'm really impressed by this, been looking at the models closely, and from the textures it looks like it would be 20 or 30k in faces, I was surprised that the exterior is under 10k 
I did find a few issues with the models though, I hope you don't mind me pointing them out
At first I tried opening each model with Jeremy's XWA Opt Editor, but each model crashed the editor, I manage to import them into optech but the reason for the editor crashes, was that on each model there is either one or two textures with the incorrect texture dimensions, I'm not sure if this will effect the game or not, but it might be an idea to correct these texture, plus there are a few other issues which are easily fixed, I'll go through each opt
First the Exterior Opt
Tex00007.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
There are faces that need to be deleted as when you click error check a list of error shows "Face normal does not correspond to orientation of face." these all called coincedent vertices they show on the model as a line and if deleted won't show any visible difference (again not I'm sure if they might cause the game to crash) but I would recommend they be deleted.
Faces to delete
MESH 6, Faces 37 to 68
MESH 34, faces 5 and 6
MESH 35, faces 51 and 52, 79 and 80
Base Opt
Tex00001.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
Tex00001.bmp the texture dimensions are 296x512, it needs to be resizes to either 512x512 or 256x512
No faces to delete
LOD model
You've added a LOD model to the base, but it will never show in game as you haven't set the cloaking distance for each high level mesh, at the moment each mesh it set to 1000, this mean the high level model will always be on screen, to fix this set each mesh to something between 0.4 to 0.6.
Cockpit Opt
Tex00005.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
Faces to delete
MESH 6, Faces 26 to 36, 42 and 43, 74 and 75, 113 to 118, 121 to 124, 130 and 131, 162 and 163, 203 and 204
MESH 17, faces 101 to 104
And on R2's shoulders, a number of faces are inverted Mesh 5 faces 47 to 128
Apart from them few issues it's a really great looking model, and the textures are brilliant, love the cockpit

I did find a few issues with the models though, I hope you don't mind me pointing them out
At first I tried opening each model with Jeremy's XWA Opt Editor, but each model crashed the editor, I manage to import them into optech but the reason for the editor crashes, was that on each model there is either one or two textures with the incorrect texture dimensions, I'm not sure if this will effect the game or not, but it might be an idea to correct these texture, plus there are a few other issues which are easily fixed, I'll go through each opt
First the Exterior Opt
Tex00007.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
There are faces that need to be deleted as when you click error check a list of error shows "Face normal does not correspond to orientation of face." these all called coincedent vertices they show on the model as a line and if deleted won't show any visible difference (again not I'm sure if they might cause the game to crash) but I would recommend they be deleted.
Faces to delete
MESH 6, Faces 37 to 68
MESH 34, faces 5 and 6
MESH 35, faces 51 and 52, 79 and 80
Base Opt
Tex00001.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
Tex00001.bmp the texture dimensions are 296x512, it needs to be resizes to either 512x512 or 256x512
No faces to delete
LOD model
You've added a LOD model to the base, but it will never show in game as you haven't set the cloaking distance for each high level mesh, at the moment each mesh it set to 1000, this mean the high level model will always be on screen, to fix this set each mesh to something between 0.4 to 0.6.
Cockpit Opt
Tex00005.bmp the texture dimensions are 512x312, it needs to be resizes to either 512x512 or 512x256
Faces to delete
MESH 6, Faces 26 to 36, 42 and 43, 74 and 75, 113 to 118, 121 to 124, 130 and 131, 162 and 163, 203 and 204
MESH 17, faces 101 to 104
And on R2's shoulders, a number of faces are inverted Mesh 5 faces 47 to 128
Apart from them few issues it's a really great looking model, and the textures are brilliant, love the cockpit

“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Spyder
- Posts: 90
- Joined: Sat Feb 18, 2012 11:29 am
Thanks DS, I appreciate your very specific feedback 

- Darksaber
- Posts: 10931
- Joined: Mon Jan 10, 2000 12:01 am
- Contact:
No problem, just hope it didn't come across as condescending, that wasn't my intention 

“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Spyder
- Posts: 90
- Joined: Sat Feb 18, 2012 11:29 am
I am making additional textures for use with the mission hook. I tried adding all the FG textures into one opt but it got really big so I decided to make different editions. I have also made an Azzameen edition for use with the XWA main campaign using Ace Azzameens distinct x-wing helmet, in this edition I also added Luke and Wedge since you fly with them during a few missions.
Default Edition: http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
Azzameen Edition: http://www.mediafire.com/file/25tdhele1 ... n.rar/file
Default Edition: http://www.mediafire.com/file/b1vz4o766 ... n.rar/file
Azzameen Edition: http://www.mediafire.com/file/25tdhele1 ... n.rar/file
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W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- Phoenix Leader
- Posts: 437
- Joined: Wed Aug 08, 2018 2:20 pm
Superb! This will be the most detailed X-Wing ever!
- Trevor
- Posts: 539
- Joined: Thu Dec 04, 2014 7:11 pm
so the default one is simply the default x-wing with red gold blue and green colours, while the Ace one has additional Luke and Wedge?
Trev
Trev
- Spyder
- Posts: 90
- Joined: Sat Feb 18, 2012 11:29 am
Hi guys!
I have been messing around with some more FG colours for the X-wing.
Here is the Red squadron edition.
Enjoy
http://www.mediafire.com/file/2s7z9hzbo ... n.rar/file

I have been messing around with some more FG colours for the X-wing.
Here is the Red squadron edition.
Enjoy
http://www.mediafire.com/file/2s7z9hzbo ... n.rar/file
