Alright, now to sum up things in short (which are then followed by a lengthy explanation):
A friend of mine and I are in dire need of 1/10 of a scale X-Wings and Tie-Fighters.
I have been building a Deathstar 2 map including the tunnels and the core for about four months when I eventually hit radiant's engine limits (something inevitable at that scale). By using a standard size X-Wing as size reference, I managed to blow any tolerable loading time and pretty much killed the fun in mapping aswell. To give you mappers and non-mappers an impression of the size I was forced to use, here are some reference values (for non-mappers, Gtk Radiant measures 131.072 units on all three axes, the taspir ffa map is about 7000 x 7000 x 5500): An average tunnel segment was about 20.000 map units long, the entire tunnel length of all segments combined would have been somewhere around 80.000 map units. Adding the core part to this, which was close to 60.000 map units in diameter, we come to 140.000 map units. There seems to be an inherent problem to this, right? So I had to break the vent down in a sort of modular way, connecting the parts with teleporters, but still it just wouldn't fit when the outer deathstar hull was created, and the size related problems just never seemed to come to any end. The project was therefore stopped in, let's say, pre-gamma stage or even lower, and I never resumed work on it. Some textures weren't done, gameplay was not tested, parts were missing, and so on. That was about a year ago, and now I had an idea (seemingly brilliant at first) that could get it running again. WHAT IF, I used small fighter models? Now I know there are the minities, but even they are too "big" for the project, about 1/5 of the size (plus they lack an adequately small X-Wing). So, what would a set of miniature fighters with one tenth of the scale do? Pretty much the be solution to most problems, one may think!
1. Reducing the fighter size makes it possible to reduce the map size by the same factor, thus increasing performance and (by adjusting the vehicle view) still giving the illusion of that huge vent and generator core you are flying in. 2. 1/10 of the size equals 1/100 of the surface count/area size, minimizing loading time. 3. The mapping effort would drop, compile time and light calculations would be way faster, and the overall the editing would be way more convenient.
So, thrilled by the prospect of eventually finishing it, I started searching for modelling programs, tutorials, root files and all the other fancy stuff I had never used or heard of (I'm still new to modelling, you know!). Little did I know that after now 3 weeks, I still hadn't come closer to my target. Long Story short: I tried Milkshape, gmax and settled with XSI Mod Tool after a while, read through several tutorials, got the Root XSI files by Raven, and finally even managed to reduce the size to one tenth of the original. And then!! Whenever I tried editing more or exporting anything, my PC crashed for no apparent reason. I could not find a solution nor could this fancy new thing called "Interweb" give me an answer. I read some further tutorials though, and came to the conclusion that maybe I wouldn't even be able to make a small model with a working XSI Mod Tool. The complexity of the process overloads my brain, apparently.
Now, first of all If you have read through this, congratulations for your endurance!
Secondly, to prove my story and to reward you , here is a collection of links to some in-game screenshots of the unfinished work from a year ago, most textures and some structures created by a friend of mine, main work on structures and cheap textures done by the guy writing this:
Left entrance: Imageshack - entrance1 Right entrance: Imageshack - entrance2 Middle tunnel 1: Imageshack - middle1e Middle tunnel 2: Imageshack - middle2 Last tunnel: Imageshack - end1oqm Core Runup: Imageshack - end2 Core: Imageshack - core1
And thirdly, I only do this as a last resort because I ultimately failed at it, If there is anyone willing and/or able to modify the Raven software Tie-Fighter and X-Wing so they are perfectly 1/10 of the scale, leave a reply [I do not like the thought of others material being messed around with, I think it's the only way though]. I'm not intending to annoy anyone who "hates those lazy guys just requesting and never building themselves". Thanks in advance!
WOW, the map is amazing, you did a really nice job on this. I really like it. For the 1/10 scale it would probably be a resize of thge model though im not sure if it will work. probably, though if you pawn it beside your character it will do weird to go inside a tiny x-wing and also if every you crash and leave the ship your character will look huge beside the map.
Ever thought about mayb resizing the map?
Resizing in regard to what? Right now, the map is sized so that the normal Tie-Fighters and X-Wing can with "moderate" flying skills be piloted all the way to the core. That is fine and fancy, rebel assault and imperial defence, seems good so far. Now for the big "BUT": The map in it's current size has a loading time of 6 minutes 30 seconds and is not even done yet, loading time may rise to even 8 minutes once all is done. This can be countered by reducing the surfaces to load = smaller brushes, less curves, etc. .(I remember a version of Kamino, I think it was Sith-J-Cull's [unsure though] that had a loading time of 2 minutes; It was really annoying there already, now imagine 4 times the that.) I am familiar to several miniature versions of some vehicles, for example the mini-ties or mini-at-st's with some maps, and they actually were entertaining and their size negligible once everyone was adjusted to them. You just gotta let the illusion happen and get the best of it, trust me, miniature models are great if you forget they are "small"! And if you exit in space, you're gonna be dead pretty soon, so the size thing wouldn't be that bad I guess. But as I said, it's my idea so far, if there are better solutions to this, you're welcome to point them out.
that is amazingly awesome. this definitely needs to get replaced, it's a perfect replica of the film.
Such a shame this can't be possible in the game. Extremely nice work has gone into this. Keep it up on future maps.
Thanks alot for the encouragement, when I started work on it I really built it piece by piece from still shots and the movie itself, I did my best to make it dead-accurate. Now, I WOULD have published it long ago, but as stated, bugs kept me from it. Sorry to anyone who drools for this map, at the moment it's impossible.
well like i said at first we would need to resize the x-wings and tie fighter models. you said you already tried miniature models so i would say it can work, but if you have smaller ships it wouldnt fix the problem of the map. so you would need to resize the map to a smaller one, i wouldnt see any issues if you reduce the ship models too, but i like the project and i am looking forward to it. just trying to help ;)
Looks really nice, is your computer good as in like newish good or is it alittle older? If your computer is alittle older, Radiant might be straining alittle due to the computer and thats why it crashes, dunno how mapping works. If thats the case, maybe try it on a newer friends computer or something?
Minities, Jedi Knight 3 Downloads, Jedi Knight 3 Mini-Mods Maybe look into how the author managed to get tiny TIE Fighters?
I do know how the author sized them down, by editing the root.xsi in a suitable program, refitting textures, animations and then and recompiling everything as a GLM. Thing is I tried that, for 2 - 3 weeks, and I could not get any further. I managed to resize the XSI in the Softimage Mod Tool thing, but somewhat fail at any further steps since I have zero experience with modeling.
And as for Radiant crashing, no it's not luckily, but the Mod Tool is, never had problems with radiant. My PC may not be too new but it hasn't gotten my in problems so far!