Finally, there is the new version of the Big Dragon. I kept the modular design, but with other details and stretched middle section it is looking more elegant. It was becoming a bit smaller in heigth and width, but is longer now. Most important was the texture to rework and i think i got it right now.
Polycount is half of current model and skin is vanilla ku_capships.mat file.
I was lazy, concerning the custom hitbox. It made one, but a simple cylinder, which i have formed to follow the shape of the model as close as possible. Since tranports are rarely used for pvp an exactly hitbox is not really needed.
Written maybe, but the letters are polygons, modelled in with lighting window texture.
Well, first i have to look for translation and how complicate the japanese symbols are to make polygons.
I expect 2 - 4 japanese symbols.
I'm limited to the vanilla mat file, because i do not want an extra mat file for the transport. No warning stripes in this vanilla mat file.
That does present an issue, unless you would be willing to add the additional texture to the existing .MAT and then submit that along with the .CMP, real question would be would Igiss be willing to implement that I suppose.
It would in the sense that the alteration would be the the universal material file, but it would only actually effect the ship which is drawing on the newly added material.
So assuming that you didn't replace an existing texture file and only added a new one, with the corresponding name to the one applied to the mesh it wouldn't change anything on any of the other Kusari ships. At least to the best of my knowledge.
Gosh, now that I've flexed my new found knowledge of how Freelancer operates all I can say is I much prefer this model to the last, writing aside and am greatly pleased with it.