Star Wars Tie Fighter Mods

Star Wars Tie Fighter Mods

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Glad to see this is getting so much love!I'm the designer and son of the karma-thief.grumble.This is by far my favorite model that I've built, and I was super happy to see how the wing centers came out, as well as how the outer grey wing support was the exact perfect length to allow for two hinge connectors on either side.Here are some phone pics I used to help me build this:Word of caution though: this album is not in the most intuitive order, as they were more quick reference pictures for me to use while replicating the wings. It does detail most of the main structure of the wings as they are in the final model, however here were minor changes made along the way. Overall, this should be enough to give the more devoted among you a starting point to build your own.The wings do make heavy use of parts from my personal collection, among them a ton of grey hinge trapdoors to hold the wings at an angle and most of my supply of 1x. grey plates. If finishes the LDD I'm sure a more comprehensive parts list will be established. Update: LDD file for the wings can be downloaded here:. Boss dr rhythm dr 660 manual downloads.

Gmod

Steam Workshop: Space Engineers. This mod will contain blocks to build a full modded TIE fighter. Each block can be used separately for your personal blueprint. All blocks have a main / LOD1 / LOD2 / LOD3 / constr1 / constr2 mod.

I got sick of trying to get LDD to attach the dark gray cheese slopes on the greebles on the back, so I left them floating. Trust me, they fit (see pics).I put some details about this build in the imgur comments, but since I don't know if those are showing up here (probably behind all the 'open in app' popups on imgur) I'll repost here.My son built me this UCS Tie Interceptor mod/MOC using my 75095 UCS Tie Fighter as a base. I keep a single Star Wars UCS model in my office as display piece. I have most of the ships since the beginning of the series except the first two (the 7191 X-Wing and 7181 Tie Interceptor) and rotate a new one in every month or so.

Since I have a 10240 and thus no need for the 7191, I was thinking of picking up a 7181 to add to the rotation. Looking at them on eBay. UCS models have come a LONG way since 2000, and honestly the 7181 has not aged well - esp compared to the 75095 Tie Fighter, which I think is one of the best looking UCS models Lego has made.My son was home from school over the summer and we got to talking about this, and he agreed that the 7181 didn't look very good. He said 'I bet you I could make a better interceptor based on the 75095'. 'Go for it' I told him. So he took a couple days, worked through some prototypes, and this was the result.

Honestly I think he nailed it. The center section is taken directly from the original Tie Fighter model and the wings are his design based on the style of the Tie Fighter. I think the wing shape is the most authentic of any of the MOC UCS Interceptors I've seen.My favorite parts are probably the greebling behind the wing struts and the fact that the hinges extend the full width of the wing - something that the 7181 and other smaller Interceptors never did. Overall he was able to use a lot of pieces from the original UCS model. Bricklink filled in the rest, esp the 6x3 (54383/4) and 2x3 (43722/3) wedge pieces in black, which we didn't have enough of.

DetBullock: A lot of stuff is hardcoded here, the engine is quite weird in many things and that doesn't make it easy to mod.Also Deus Ex and Stalker have larger fanbases. More specifically DeusEx is much newer, this game in its core is still a DOS game with a bit of 3D-engine use slapped on.Also, what does qualify as 'mod'? There is the ddraw.dll project that at least allows playing at full desktop resolution.Things like custom missions don't make much sense to implement on top of this engine, XvT or XWA make much more sense there. Reimar: More specifically DeusEx is much newer, this game in its core is still a DOS game with a bit of 3D-engine use slapped on.Also, what does qualify as 'mod'? There is the ddraw.dll project that at least allows playing at full desktop resolution.Things like custom missions don't make much sense to implement on top of this engine, XvT or XWA make much more sense there. XvT is still very difficult to mod, the few mods I remember were always a bit glitchy, Alliance is more flexible and indeed has an impressive patch for hi poly ships but it still requires messing with hex editors to have 16:9 resolutions.

DetBullock: XvT is still very difficult to mod, the few mods I remember were always a bit glitchy, Alliance is more flexible and indeed has an impressive patch for hi poly ships but it still requires messing with hex editors to have 16:9 resolutions. That's why I said it depends on what you define as 'mod'.But if you define it as 'anything improving graphics quality' there is a clear progression there:For X-Wing and TIE Fighter, even basic 3D graphics things like LOD/mipmap selection are done in software instead of by GPU hardware. Thus even though ddraw.dll gives you higher resolutions, the textures still look like crap.XvT STILL has that issue, but at least they put in a slider to give the GPU the highest-quality texture from which the ddraw.dll can generate its own mipmaps. That means you usually get a MUCH better graphics quality than with the original game, even if there's no comparison with what you can get for XWA.There is still no way to e.g.

Star Wars Tie Fighter Mods
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