Loru I noticed that there are high amount of tris in the mesh, is that somehow created by your 3d modeling package from quads automatically? Or do you intentionally create them?
First thing is that Orbiter's native msh format uses triangle faces. This mesh is done without any "NURBS surfaces" or similar tehniques to avoid automatic conversion on export and I work directly on polygons/faces. In this mode 3ds max alows polys of more vertices and you can see them in the mesh however they're still moasic made out the triangles.
There are 2 reasons you see lots of triangles.
1.) After my HDDs burned earlier this yer, this model is a backup from MSH format so all edges were turned visible on import.
2.) I often found that for example in 5 vertex poly edges of triangle faces are aranged wrong way causing strange smoothing issues.
Keatah said:
I don't know about retrofitting the older ships. I'd much rather have efforts going toward making a nice 3d virtual cockpit.
There will be nice VC however I want to make it look similar to 2d cockpit
. With all due respect to XR2 mesher/texturer I find it strange that both don't match.
malise said:
This is probably a question for both Doug and Loru - is the XR3 going to feature the heat glowing effect on the nozzles like Hyperion?
I don't see reason why not - code for that is 2 or 3 lines however while Hyperion used classic bell shape nozzles, in XR3 bell shape is only on the inside. It has thick cover on the outside housing cooling equipement inside. So - if doug agrees to add "glow effect" to nozzles, they'll glow but on the inside.