flipped face on starbase in Vega. As you can see here a single face seems to be flipped because it´s much darker than the rest:
[Image: http://img18.imageshack.us/img18/8021/screen0007ax.th.jpg]
[Image: http://img546.imageshack.us/img546/6623/screen0012.th.jpg]
I think there is no need to mark the affected art 😉
EDIT: Other errors please see below.
Where is my mantis ticket? 😉
There are several good reasons why we use a bug tracker...
You will recieve it soon. this post was like a reminder for me because my reallife was hunting me away from the computer 😛 As i can see there are several other faceproblems at the station. Well, if i had a bit more time i would install my freespace modding tools and fix the station for you if this is possible in 3ds max...
It is possible. A detailed bug report should be more than enough though... 😉
Would be nice if you could confirm or refute this errors before i start creating unnecessary tickets on mantis 😉
Armageddon: [Image: http://img706.imageshack.us/img706/5611/armageddonsmoothing.th.jpg] The part in the middle (antennas?) seems to need a bit more smoothing 😉
Asteroid: [Image: http://img337.imageshack.us/img337/4795/asteroidn.th.jpg] Looks much brighter than the other ones.
Caernaven: [Image: http://img855.imageshack.us/img855/4562/battleaxemissilelaunche.th.jpg] The stripes of the missilelauncher on the sideareas are much smaller scaled the other ones on the frontpart.
Bluepoint station: [Image: http://img707.imageshack.us/img707/843/bluepointstationhangar.th.jpg] The texture of the hangars inside structure (in the upper area) seems not to fit correctly.
[Image: http://img842.imageshack.us/img842/9642/bluepointstationantenna.th.jpg] Antennas of the station are not smooth...
[Image: http://img716.imageshack.us/img716/4181/bluepointstationpipes.th.jpg] ...like the pipes, too.
Hermes: [Image: http://img685.imageshack.us/img685/3073/hermesclippingarrow.th.jpg] Seems to be a clippingerror. I was several times able to fly through the hull when i fly on it with a low angle. It works with several wighters like her, the Arrow.
[Image: http://img638.imageshack.us/img638/1662/troopshipturrets.th.jpg] The turrets on the bottom of the troopship seem to be wrongly rotated (front turret looks to the rear, rear turret to the front)
Jim-Bowie: [Image: http://img502.imageshack.us/img502/5572/turretjimbowieandtextur.th.jpg] The texture in this area seems not to be placed correctly...
[Image: http://img687.imageshack.us/img687/6492/turretpositionjimbowie.th.jpg] ...also the top-placed turret is not set in the middle.
[Image: http://img836.imageshack.us/img836/6898/turretpositionjimbowie2.th.jpg] The bottom turret isn´t placed in the middle, too. You normally don´t realize that but after noticing the problem with the top-placed turret i checked the turret on the bottom again.
I am not sure what we can fix at this stage of the development. Misplaced turrets obviously will be fixed. I am not sure about other issues though - every time we fix an issue with a model it has to undergo extensive Q&A to ensure that every elements work as intended. It is far too easy to break something...
Well, i have not much knowledge with creating/editing models for Freespace-engine but after all it needs the same work like every other model so you only should add smoothinggroups to the polygons that are not smooth and import it again or replace it but you´re the experts for that.
And with the textures...same procedure. Only a bit repositining and it´s done. If i had more knowledge with the engine i could do it for you but at this point it´s a bit too late i think.
Well, so i only create ticktes for the turrets?
All turret related issues need to be fixed. Yes.
The thing is not fixing the issue - exporting is a real pain in the ass.
By the way, clipping issue you described is not an issue per se - that is just how FS2 engine handles collision detection.
Re-exporting capital ships at this point is a big no-go if that can be avoided at all. And we certainly will not risk that for a stupid antenna. Sorry, I know that is difficult to understand, modelling is not the issue. The pipeline form model to game asset is the issue. That's a pipeline that can take up to 8 man hours for one model alone and we don't have that kind of time anymore.