Posted November 27, 2022
I know TFTC for XWA was released a few months ago, but there's still a retro charm and the iMuse soundtrack of the original Xwing and TIE Fighter games I appreciate.
I'm just bugged at some of the ship models due to their simplicity or inaccuracy, such as the ISD, Calamarian Cruisers, etc. I am wondering where are the 3D assets located and how may we extract and convert them to a workable format (such as OBJ or STL), make those changes, and recompile them back into their archive files?
My aim is to refine some of the ships for better proportions. I'd think increasing poly counts won't affect gameplay much with today's processors, even if we are not using 3D acceleration.
I guess during the conversion process we need to account for polygon colours, glow effects weapon hard points, etc, which might not translate to modern mesh formats at all.
Even if we are not successful in reapply those models back into the game it will be nice to have a historical record somewhere to preserve our childhood memories.
I'm just bugged at some of the ship models due to their simplicity or inaccuracy, such as the ISD, Calamarian Cruisers, etc. I am wondering where are the 3D assets located and how may we extract and convert them to a workable format (such as OBJ or STL), make those changes, and recompile them back into their archive files?
My aim is to refine some of the ships for better proportions. I'd think increasing poly counts won't affect gameplay much with today's processors, even if we are not using 3D acceleration.
I guess during the conversion process we need to account for polygon colours, glow effects weapon hard points, etc, which might not translate to modern mesh formats at all.
Even if we are not successful in reapply those models back into the game it will be nice to have a historical record somewhere to preserve our childhood memories.
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