I've a little problem with the scale of the model in game (div per 10), but it give you an idea on it's look in game..
(I will correct the scale next week and will do the bumps and specular files later, because it's very mat)
The code is simple because it's near the same than the existing planes in MowAS.
My problem is the axis in 3DSmax: When you want to animate/move a mobile part with 3DSmax (rudder, gear, propeller) you have to use a local axis (the rest of the plane should keep a world axis, corectly orinted for the game) and record an animation sequence (No problem for me to do that). But when i export the plane, the propeller rotate at 5m from the plane in the grass.. I tryed few things to avoid this issue (reset xform on invalid parts, etc..) but i've still problems with that today..
I've a little problem with the scale of the model in game (div per 10), but it give you an idea on it's look in game..
(I will correct the scale next week and will do the bumps and specular files later, because it's very mat)
I take it you're almost ready to release this then? Also are the the planes destroy-able?
Destroyable = yes, flyable =no
do you know how to code them to fly?
The code is simple because it's near the same than the existing planes in MowAS.
My problem is the axis in 3DSmax: When you want to animate/move a mobile part with 3DSmax (rudder, gear, propeller) you have to use a local axis (the rest of the plane should keep a world axis, corectly orinted for the game) and record an animation sequence (No problem for me to do that). But when i export the plane, the propeller rotate at 5m from the plane in the grass.. I tryed few things to avoid this issue (reset xform on invalid parts, etc..) but i've still problems with that today..
Destroyable is good enough for me :)