
X-Wing fighter - by David Sawyer ("Ramirez")

The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

Textures:

	comp1_7 for most of the body and wings
	tech02_6 for the reddish stripe on the side
	twall5_1 for the engines and back part of the guns
	*teleport for the inside of the engines
	wizmet1_6 for the front part of the guns
	emetal1_3 for the cockpit canopy

Entities/What to do:

	  If you want the x-wing to fly, make the entire thing
	into a func_train. Better yet, if you have the Hipnotic
	pack and know how the make rotating trains, do that.
	You could do some really cool things with rotation,
	having the x-wing swoop around and such. *8-)

	  Unfortunately, I kinda feel that the x-wing uses
	too many brushes to use it as a func_train without
	slowing things down a lot. It would still look good
	in a relatively small hangar setting though, just add
	landing gear.

Options/Notes:

	  If the thing is going to fly, maybe add an R2 unit
	behind the cockpit. I left it open for players to sit
	in. *8-)

	  If the thing is sitting in a hangar, it'd look nice
	to add in a simple control panel in the cockpit. Also,
	try making the wing-mounted guns into spike/laser
	shooters triggered by a guy in the cockpit.

	  If you're really detail oriented, you might want to
	fix the nose of the x-wing. It isn't aligned quite
	right with the rest of the fuselage, but I got too
	frustrated to make sure it was just right. *8-)

	  The engines could probably be redone with fewer
	brushes and still look about right.

	  That's about it, I suppose. If you do use my x-wing
	in a map, I'd like you to mention so in the .txt file
	and let me know so I can take a look at the map. *8-)

	  Feel free to send comments to David Sawyer at
	sawyer@execpc.com
