Raven
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Lighting angles to show normal mapping
Added details to the retro thrusters and a rough draft of the claw
After a few false starts in add-on development, I'm actually getting somewhere this time!
Scarecrow graciously gave permission to use his excellent model/textures and build on his project, so rather than taking forever to research and obsess over my own modeling, I decided to get straight to making something happen. It's still based on SC3 for now but will eventually be a module when I become reasonably competent in C++...
The StarFury has always been one of my favorite space fighters. Her design is about as technically believable as it gets and they even used somewhat Newtonian physics in the TV series. NASA actually gave serious consideration to using the design for a real spacecraft. Her performance specs are ridiculously overpowered, but they had to suspend disbelief somewhere I suppose. (Test flights showed that enough thrust to push 50+ metric tons at 9.5 Gs is also enough to go from zero to crispy in about 5 seconds flat. Definitely not for atmospheric flight.) RCS placement is very good. No noticeable rotation during translation when on autopilot, outstanding maneuverability, pretty much everything it was meant to be.
I started playing with it after reading an interview with the original designer; apparently the tail vanes were intended to be animated thrust-vectoring baffles, but never made it into the show because of hardware limitations. It sounded interesting, so I chopped them away from the model, tied them to the control surfaces, and it worked. Then I got hooked and decided to see what else could be done... So here we go:
The plan is to create two, maybe three, versions: one 'canon' with specs based on what little information I can find, another that's a bit easier to fly and atmosphere capable (just because it's fun), and maybe a third that combines the two.
Already done:
-More or less optimized model with animated contol surfaces and opening canopy*
-Basic normal mapping for D3D9 client. Still needs more definition in some areas, less in others.
-Static VC
-Canon and custom SC3 .ini. Almost there, still being fine-tuned.
-Close-to-accurate exhaust textures
To Do:
-Learn C++!
-Figure out how to code everything
-Fully active VC with switches, buttons, MFDs, radar, whatever fun stuff I can fit in there. I wanted to put in fuzzy dice, but that's already taken by the XR2. Maybe a photo taped to a console or something instead. Some sort of personal item(s) to add character.
-Grappling claw, as seen in the episode "Soul Hunter", coded as an RMS. Doable with SC3, not sure if it would translate through Artlav's SC3 converter.
-UMMU support. Maybe UCGO. No room for cargo but could maybe use other features.
-Skin support. There's a lot of canon nose art out there, and I like nose art.
Wish list:
-Escape pod. Found indications that the cockpit section is also an ejectable lifeboat. Not sure what it would take to code though.
-Working weapons. Maybe just to impart force for 'tag' dogfighting, damage if possible. Both would be great since there is precedent in the series. (A training session showed non-lethal weapons.) Missiles are already easy enough with the AAMissile add-on.
-Whatever else I can reasonably stuff in there. Any technical or canon information would be helpful. I'm currently dividing time between building, flying, and researching.
*Haven't yet found any reference regarding how exactly the canopy opens or if ingress is through a hatch somewhere else. If anyone knows of an episode reference, I would appreciate it. Trying to stick to the 'real' thing.
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