heh except for the 100 m turrets on the ISD

but no the animation is for large pieces of the model to spin, not to actually react to things
so a little update on progress, as far as model importing goes I think I have worked out most of the kinks to getting things looking acceptable. though I will be completely honest that normal mapping is not working at all, it's a big pain and things look fine without it at this point so I am going to skip it.
I'm playing with the imperials and their shiplist, currently all the effort is going to getting models in game that look halfway decent and hardpointing them fully. Currently I have the following units/structures in with really temporary stats and testing movement and weapon/shield strengths
Tie Fighter
Tie Bomber
Corellian Gunship
Escort Carrier
Carrack Cruiser
Dreadnaught
ISD I
Golan III
Ion cannon
XQ1 Star fighter base
Skyblazer also imported the following though I haven't integrated them yet.
Tie Interceptor
Corellian corvette
Venator Destroyer
My goal is to get the Imperial side to a playable point so you can fight against another Imperial AI, though pricing and stuff may be all messed up, the idea is to test combat etc. Right now the ships walk straight through the existing races with no effort (an ISD with tie bombers can annihilate an entire pirate base, but that is going to get adjusted a bit)
I have no intention of personally modifying the stock game races to work with the mod, someone else can do that if they want (I have no problem integrating that if they do, but nothing new for the stock races except a rebalance would be accepted.)
No pictures you say? well I'll post some tomorrow when more things are working.
I am in serious need of 2D artists for doing interface graphics and icons.
as soon as I set the CVS up I will be able to coordinate the staff better and I have a bug tracker ready to be put to good use once a first release is made.
SIX things I am currently working around big time that need to be addressed by IronClad so you all can help yell to get these fixed because they are really annoying
1) limits on all types of what you can build (2 fighters, 5 capital, 9 frigates, 9 cruisers, 9 tactical, 9 civic)
2) no ability to control the AI, pirates either (other than simple simple timings) this isn't on which ships they build or how often, but more on what they attack and why...
3) only 3 weapon types and 4 abilities (this is pretty limiting for abilities, because i'd like a lot of passive ones , weapons are not as big of a deal...)
4) ship tactics, no control over role behavior or ability to make new ones, how ships move.
5) engagement ranges, there does not seem to be a way to set the engagement range
6) really picky file formats and very flat directory structures (I really dislike weapons being in the ships files, I only need a total of like 10 weapon types and I have to constantly copy paste, it would be so much easier to have .WEAPON files we reference. The flat file structure makes CVS usage a pain because people always checkout the ENTIRE entity folder)
actual encapsualtion of an entry like WEAPON.ENDWEAPON or XML style tagging, right now it's impossible to automate entity generation
and anything in here honestly WWW Link