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    Thread: Xenon Re-Models

    1. #1
      Scripter Zurechial's Avatar
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      Default Xenon Re-Models

      I\'m beginning a little side-project to the main mod, focusing on Xenon ships, as they were pretty much neglected by EgoSoft.
      The P was left unfinished at release (Almost no texture-coordinate mapping, no engine effects whatsoever) and the J and K share the same model.
      I also feel that the P breaks from the Xenon fighter style set by the N, M and L, with its rounded, enlarged front-section and spindley engine-section, so I plan to re-model it to how I think the P should look.
      Below is a photoshop concept mock-up of my idea for the new version of the P:



      (The finished product won\'t look like so much of a mish-mash of the M, L and P, it\'ll be correctly blended and built :P)
      My reason for including so many similar details to the smaller Xenon ships is that I think there should be a visible progression in the designs, the same as the ships of the other races. The stock P from Egosoft only has its textures and X-shaped engines in common with the other Xenon fighters.

      (An alternative idea can be seen here: http://homepage.eircom.net/~zurechial/X3/Image2.jpg
      It\'s one I started work on a month or two ago, but never finished.)

      The design is subject to change, depending on the feedback I get and whatever ideas I come up with as I go along.
      I can then expand on this model to create an MM6, later.

      =====================

      After I get the P done, I can either begin work on a new J (or K, whichever is least-suited to the current model) or I can leave that to Mox, whichever he wishes. (Since the Capital ships are bigger, more complex and more high-profile)

      =====================

      After that, I\'ll begin work on a Xenon TL, which I think would make a nice addition to the Xenon fleet, and add some variety to their sectors. (I can also make use of it in my \'Xenon Project\' plugin ;D)

      =====================

      I\'ll update this thread with images of progress.

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    2. #2
      TXU Legend Stevio's Avatar
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      Default Re: Xenon Re-Models

      i have always thought the P looks like a fighter and not a corvette but it makes sense seeing as it is a huge fighter (because of its lack of turrents)

      i believe the J + K use the K\'s Model (I think). so the J should get a new model

      ALSO, i believe the M + N both use the N model so the M needs a new model


      So say we all!
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    3. #3
      The X Universe Founder Mokonzi's Avatar
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      Default Re: Xenon Re-Models

      You\'ll also notice the stats for the P are way differntly worked out in comparison to the other corvettes.

      Mokonzi
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    4. #4
      Scripter Zurechial's Avatar
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      Default Re: Xenon Re-Models

      i believe the J + K use the K\'s Model (I think). so the J should get a new model
      Yeah, I found that out when I looked at the files, the model they use is xenon_m1.bob, so the J needs a new model.

      ALSO, i believe the M + N both use the N model so the M needs a new model
      That\'s also true, I thought they had fixed it in one of the patches but they do share the same model.(xenon_m5).

      You\'ll also notice the stats for the P are way differntly worked out in comparison to the other corvettes.
      Do you think the P should have its stats re-done, and perhaps have turrets added, along with the new model?
      Or should I only put turrets on the MM6 P model?

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    5. #5
      The X Universe Founder Mokonzi's Avatar
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      Default Re: Xenon Re-Models

      Only on MM6, we aren\'t adjusting stock ships under normal circumstances. Mox will be able to give a set decision.

      Mokonzi
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    6. #6
      Scripter Zurechial's Avatar
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      Default Re: Xenon Re-Models

      I\'ve spoken to Mox about this already (he pretty much gave me the idea ;D) and the P is a special case, since I\'m creating a new model for a stock Egosoft ship.
      He said that can be done in the context of the mod, but can be messy with regards to upgrading.
      I\'m not fully familiar with the problems associated with modifying stock ships and upgrading the mod, though.

      But since the model is being re-done, perhaps the stats could be too?
      Even just 1 extra turret on the rear? ^-^

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    7. #7
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      Default Re: Xenon Re-Models

      I would ask if this can wait 2 days.
      We realy need some more testing done and help with getting the mod out.
      Any help on this would be highly appriciated Z...a few tests, a few checks..anything

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    8. #8
      Scripter Zurechial's Avatar
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      Default Re: Xenon Re-Models

      Alright, putting it on-hold.
      Back to testing....~grumble~

      ;D

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    9. #9
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      Default Re: Xenon Re-Models

      I sooooo totally share that grumble

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    10. #10
      TXU Sr. Member Godalmighty83's Avatar
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      Default Re: Xenon Re-Models

      i should be back to helping in a few days, had some good news. still got a job yay. sorry ive missed out on such a busy time.

      my crew were trained by space monkeys....
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