This is a continuation from the thread
http://orbiter-forum.com/showthread.php?t=4539
"Lastotjka (Ласточка) class strategical bomber Soviet thermonuclear space bomber from 1991."
Yea, those are very sweet scenarios indeed! By the way, that Black Dart ship is very well done. Awesome animations and modeling! :speakcool:
So, no, this kind of ship is entirely fictional and just a product of my imagination (and my need of having a personalized spacecraft).
Some good news are that I have taken some time to continue working on the craft. Hope to release a new version in a couple of days. Before I can do that I need to solve some problems with UVW-mapping and texture mapping i general.
I use 3DS-max9 to model and the conversion-script MAXtoMSH. However the script cant handle a plain conversion directly from the viewport without corrupting some geometries (the normals become inverted). This is manageable however, by first converting tBJ and then importing and using the script.
The real problem is that when I do exactly that, the information about how the textures are moved is lost (tiling is okay, but I want to shift the texture sideways and up/down).
I know it's possible since I saw that there are painting-kits where only one big image is used for texturing - that is there must be possible to code texture positioning somehow in the .msh.
http://orbiter-forum.com/showthread.php?t=4539
"Lastotjka (Ласточка) class strategical bomber Soviet thermonuclear space bomber from 1991."
Yea, those are very sweet scenarios indeed! By the way, that Black Dart ship is very well done. Awesome animations and modeling! :speakcool:
So, no, this kind of ship is entirely fictional and just a product of my imagination (and my need of having a personalized spacecraft).
Some good news are that I have taken some time to continue working on the craft. Hope to release a new version in a couple of days. Before I can do that I need to solve some problems with UVW-mapping and texture mapping i general.
I use 3DS-max9 to model and the conversion-script MAXtoMSH. However the script cant handle a plain conversion directly from the viewport without corrupting some geometries (the normals become inverted). This is manageable however, by first converting tBJ and then importing and using the script.
The real problem is that when I do exactly that, the information about how the textures are moved is lost (tiling is okay, but I want to shift the texture sideways and up/down).
I know it's possible since I saw that there are painting-kits where only one big image is used for texturing - that is there must be possible to code texture positioning somehow in the .msh.