@Deathshadow:
The top fins and the accordionlike connection between the nose and body have pretty nasty welding issues. I can see the stuff on the bottom you're talking about, but most people won't notice- they'll sure notice the rotating anti-highlights on the connection though.
If you've got the skin and geometry about where you think they should be, email them my way- I'll take them into Rhino and see if I can't repair that stuff. Usually weld issues are pretty easy to repair.
As for the mis-aligned stuff... well... what can we say... Gmax was free. The MD3 Export Plugin hosted on this 'site, while much better than the one that Id Software released, still has a lot of quirks. Among other things, it has an absolute ceiling on the number of objects that can be in your model
Still, it's free, and it's easy to use, and reasonably accurate.
I found myself exporting the meshes from the other artists working with me on Warriors of the Sky over to Rhino for low-level fixing quite often, though. Among other things, I learned that Gmax is inconsistant about mirroring vert positions, even then the modeling steps on both sides of an axis were the same- I frequently would optimize some problematic geometry and then just delete the other half in Rhino and mirror it- Rhino does vert-for-vert perfect mirrors
@Nuke:
I wasn't aware there was a "Freespace open" o_0...
(finds link)
Hmm. Looks kewl, and the lighting engine is definately more advanced than FL's- you can actually attach light sources to ships. Much better for making single-player stuff with, so long as you're content with FS2's gameplay. I loved FS2 when it was new... still have my CDs... but quite honestly, after playing FL, It'll be extremely hard to talk me into playing a fly-around-and-blow-things-up game that requires a joystick ever again- no offense meant, FS2 was a great game, and what's being done with the source looks neat. I'll reinstall the game just to see how all of this work translates into gameplay
As for what things FL supports... here we go:
FL supports glowmaps, mipmaps, alpha-channels, and transparency. It uses a fake specular system that can be manipulated for other shading effects (I've been talking to people about this this week, actually), and it has varying specialized variations on the above. It supports TGA and DDS textures (DXT3 and DXT1).
FL does not support bumpmaps or material shaders, and its specular system, while adequate, has its quirks. You can have a ship with different specularity- it is theoretically possible. But it's not really practical. Not that that matters, most of the time- if you want your ship to have soft shading, simply remove the line:
material_library = fx\envmapbasic.mat
...from the ship's Shiparch.ini entries.
What's going wrong with your ship in FL could be any number of things:
1. Your DDS may need to be re-exported using better settings. I use DXT1 without any mipmaps the majority of the time. I only use DXT3 (sans mipmaps) when I really, really, REALLY need an alpha channel, and only use mipmaps when making ships with multiple textures (iow, once in a blue moon). Your texture in the FL version looks like we're viewing a blurry mipmap, which would explain a lot of things
2. Your texture may look great so long as you're against a dark background, or it may just be relying heavily on the specular maps. FL features a lot more real light sources than most other games, and the lighting is much brighter. It requires that you really work hard with dark textures, to make them subtle but interesting- if you don't add some glints of false specularity to them, then they'll just look like mud.
Edited by - Argh on 5/14/2005 12:11:20 PM