D2X-XL Worklog
Notes on features and problems from the development of D2X-XL, newest first.
ASE Support Added! |
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Oops, he did it again! This time MetalBeast presents us an even more gorgeous remake of Eagle's gorgeous Pyro, ironing out all the flaws in his ship model. And if that wasn't enough, his new model was the incentive for me to finally add support for the widespread ASE scene and model format of 3D Studio Max. That is truly a big leap in D2X-XL modding, because it opens a world of powerful and flexible model editing tools for the D2X-XL modders, and brings fully
animated high resolution 3D models for D2X-XL within reach. It also means bye bye to the gruesome OOF format that until now was the only choice for having
high resolution models in D2X-XL. Together with the high resolution texture and sound projects this even finally makes a fully free game data set for D2X-XL
thinkable and feasible. MetalBeast and I have worked out a few modeling conventions that make it easy to compute gun muzzle, missile ports and thruster positions in-game. You simply need to put 2 face, 4 vertex submodels with the following names at the desired positions in the model:
Another extension allows the addition of custom missile models.
Y = 0: Upper left, 1: upper right, 2: lower left, 3: lower right winglet position The third extension allows the addition of custom gun models and rotating barrels.
Define a bullet casing ejection point with a submodel named $bullets submodel (2 faces, 4 vertices like the gunpoints, the faces' normals must point towards the ejection direction of bullet casings). Put it slightly inside the gun model ejecting bullet casings. Here are two shots of MetalBeast's gorgeous new Pyro:
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