

<fScale>0.8</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/basic_thopter/bird.nif</NIF>
<KFM>Art/Units/basic_thopter/bird.kfm</KFM>
<SHADERNIF>Art/Units/basic_thopter/bird.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/JetFighterShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Koerper</ShadowAttachNode>
<fShadowScale>0.75</fShadowScale>
</ShadowDef>
Pretty bird! Downloaded! I'll do the UV unwrap, that way I can set it up the way I want it for texturing - plus I immediately see spots where I might be able to cut some polys without hindering the looks or could smooth the mesh a bit, let's see. I so want to get this bird textured and flying... but I have to ask for a bit of patience: It looks quite complex and I really want to do it justice, so it may take some time!It is now down to less than 2000 polys which considering it started at 29000 I'm quite happy about. The mesh can be tidied up and simplified further I'm sure. The body work is a bit of uneven mess. I haven't done a proper UV unwrap on it, perhaps you can have a go LT? Otherwise, I can do it for you to weave your texturing magic.

Can we get... an owl? I know that it doesn't sound that menacing - but they are actually scarily good hunters, so it might be a nice name for a recon/stealth-thopter...We have a number of Thopters we need create. In order, lightest to heaviest, they are Scout, Kite, Falcon, Buzzard, Eagle and Assault (I ran out of birds of prey).

That's a nice theme, I'll see what I can do. Though I thought of making the wings team-coloured... I think it's a nice place to put it.Colour scheme wise, it is sort of tempting to have everything in desert matching colours, but that could get dull pretty quick. I quite like the old Dune 2 colour scheme, the white/orange makes quite a nice contrast with the desert. A bit of a tribute to that game perhaps.

I tested it a bit more... and fiddled around a bit, made the main teamcolour spots a bit larger and tweaked the tint a bit. I think I'm fairly happy with the look it has, it only looks a bit ugly for the Bene Gesserit, their yellow starts looking "dirty", the rest (see screenshot) seems to be fine - though you might want to play around with it a bit more, perhaps you can improve it a bit further - I assume I'm a bit conservative with the teamcolour tone on the main body. I also included a 512x512 version of the texture for you to fiddle with (beware: if you scale it down to 256, run a sharpen filter or something, otherwise the detail will get totally lost).The two tone team colour idea is a good one. It might look a bit ugly with some of the team colours I suppose, but hopefully more will look good than bad...
Was right!I guess the engine glows are an Attachable effect, so just a question of positioning the nodes and then having the right data in the dummy ATTACHABLES node. May be wrong.
Note: I had a little trouble, because of the animation, so I added a new node as a "base node", all the engine effects are attached to that node (and use normal x/y/z coordinates, no rotation or stuff and move with the body), so if you add weapon effect nodes, I suggest adding them to the same node as well.For the basic thopter, I think a normal machine gun might be okay - shouldn't start too fancy. Also, I think most units should stay away from energy weapon effects anyway, because I associate that with "lasgun".What are you thoughts on weapon effects?
This looks... impressive! Almost too cool for just transporting people!Meanwhile, I've been doing some Worm Rider tests - most of the remaining work is to come up with appropriate animations. Also, I think I'll actually texture on the worm rings rather than just rely on the shape of the mesh.