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Posted: Thu Feb 01, 2007 6:27 pm
by minilogoguy18
i have darkened it slightly from those pictures but i didnt feel like it was worth posting new pics, i need to figure out how to get the engines to glow like the engines on the theta shuttle do.
Posted: Thu Feb 01, 2007 8:40 pm
by Razgriz
pretty exciting =D lol
Posted: Thu Feb 01, 2007 9:07 pm
by Schizo
t551t551 wrote:I think Schizo means move the spawner down.
Um... I did? You must have me confused with someone else.
As for the model, it looks great. Nice job on the skin. I think the color is good as it is. The Lambda isn't a very dark grey anyway.
Posted: Thu Feb 01, 2007 10:14 pm
by minilogoguy18
im thinkin about just putting this on hold for a lil while, im starting on UV mappint the b-wing and then ill work on the texture and the rest is cake since i can just take the old b-wings odf file.
Posted: Thu Feb 01, 2007 10:39 pm
by Epena
...Wow. I get credit for Schizo's huge tutorial for getting the Sith Trooper in game and then Schizo gets mistaken for my 13 worded post.
BTW, for vehicles, you should use a spawn point for them, but you can also just place the vehicle itself....though it doesn't respawn that way. Regardless, move the thingee down.

Posted: Thu Feb 01, 2007 10:51 pm
by minilogoguy18
i did and it didnt change anything, something is wrong but its not the transforms. you can make a model that has no collision and in XSI sits halfway in the ground and itll still spawn on the floor, you can even move any spawner in the ground, a mesh will not spawn clipping through another, its just the way it works. im just gonna turn the collision off altogether and see what happens.
Posted: Fri Feb 02, 2007 4:07 am
by Murdocr
Before you do that, search for this line in your odf:
LandedHeight =
If it's not already, set it to 0. I havn't tested it though, but it might work. Nice texture. Do you have any websites you found when you were learning to texture, or did you just experiment in photoshop, or whatever you use?
Posted: Fri Feb 02, 2007 11:19 am
by minilogoguy18
is that an actual odf property or just a guess?

i read over a couple of tutorials but i also have a really large wacom intuos3 pen tablet. i could always draw good with it but i wasnt very good at making a believable metal texture so i just practiced with that.
Posted: Fri Feb 02, 2007 11:39 am
by minilogoguy18
Diet Dr. Pepper even with that line added in the odf it still doesnt spawn on the floor, ive never had this problem before >_<
Posted: Fri Feb 02, 2007 11:44 am
by -_-
doesnt the height in XSI affect the model?
Posted: Fri Feb 02, 2007 12:02 pm
by minilogoguy18
yeah and it sits on the grid, just like every other model i have made but this one floats above the floor in game, i cant figure it out.
Posted: Fri Feb 02, 2007 12:15 pm
by FragMe!
mini
How far above the floor does it sit? Just a though, the wings are animated correct meaning they fold when landing yes?
Is the collision for the wings moving with the models wings? Maybe that is what it is sitting on?
I could be wrong but as you said you have built many and never had this problem so you definately know whats up more
than I would.
Look very good BTW
Posted: Fri Feb 02, 2007 12:23 pm
by Murdocr
Yeah, it is a real odf property

it's in the jedi starfighter odf.
Sorry to hear it didn't work.
Posted: Fri Feb 02, 2007 12:50 pm
by minilogoguy18
i turned the collision for the wings off since it prevented the ship from taking off because it would hit the roof of the hangar, all collisions move with the parts their supposed to, i add it to every model i make.
Posted: Sun Feb 04, 2007 11:20 am
by Razgriz
Mini you never cease to amaze me...
Yes hopefully this model wont have any collision problems i remember that the republic ship (cant remember the name) that was in the GT mappack had some collision problems in the hanger
Posted: Sun Feb 04, 2007 11:36 am
by trainmaster611
Oh that was from the Space Muunilist map with the V19 Torrents for the reps and the Fan-thingies in the CIS hangar

There was also a problem with the Bwing taking off. Mini, how tall is the hangar and how tall is the Shuttle when its deployed?

Posted: Sun Feb 04, 2007 3:27 pm
by Razgriz
Yes the V19 torrents thats what it was.
Now when this thing lands im wondering is the front going to open up? (you know like when the emporer walks down)
Posted: Sun Feb 04, 2007 7:20 pm
by minilogoguy18
god i hate that b-wing that was released, you guys do know that i trashed that model and completely remade it, go look in this thread and youll find it, im about to start working on the new texture for it. if i want this thing to sit on the ground im just gonna have to redo the animations and remake the skeleton which i dont feel like doing right now so this is goin back on hold.
Re: W.I.P. Imperial Lambda Class Shuttle
Posted: Thu Sep 18, 2008 1:46 am
by minilogoguy18
ok i got XSI working again (stupid problem that my GF who doesnt even use it fixed) and i kinda need someones help who knows how to use the particle editor to get a proper engine effect for it. theres pictures on previous posts in this thread so check it out to get an idea on the shape which is like a rectangle with rounded sides. if someone REALLY needs it i can give them the sides files and you can test the effect but i really dont like giving things out before theyre done since people tend to give them to everyone they know. i still gotta finish the textures though, the front fascia where the static guns are has like no detail and the landing gear needs some attention too.
Re: W.I.P. Imperial Lambda Class Shuttle
Posted: Thu Sep 18, 2008 1:49 am
by -_-
Would you like them as one, or separate?