thanks, strangewisely i didn't checked the eagle and bought immediatly one of the new ships or any else "naked" from the shipyard.so i knew it would have been with a big probability the scanner of the eagle fitted when you start, i know i had to re-use the old names, but forgot one version, sorry.(my mac quits with a "black screen of singularity"

)sub_models_and_functions_alpha23_3.zipsome standard models will have the scanner in wrong scale or position, sorry.this will be fixed with the updated ships, there is no getting around that, because i changed a lot more neither only this for most of them.ergo, my updated ships wont use them anymore, these are "scanner_+" and "scanner_-", i replaced them with "scanner" or one of the other scanner models.btw, model "scanner" fits a "modern" scanner to the ships, use "big_scanner" for a typical saucer style scanner (which i used in my updated ships for the FE2 ships), "var_scanner" is the giant companion of "big_scanner" (i know the names are a bit confusing, but "var_scanner" means "various"), it's ment to use as scanner on buildings, etc,. it's scaled 25 : 1 compared to the "big scanner". "old_scanner" calls a steampunked grill type antenna.with exception of the "var_scanner" are all models already scaled to –1, it might be they are a little to big for fighters, though a scale of 0.6 - 0.8 fits best for most scanner models if the ship is scaled 1:1.they rotate now all in clockwise direction, if you need CCW then you have to build it from the submodels the scanners are made from (that was "scanner_-" was made for once).also i fixed a little problem with the gender selection whtch has produced the wrong results and a male pilot wasn't possible to set (gender = 0) in the "selector.lua" script. don't forget you can (have to) still set a gender or a flightgroup color in "data/models/selector.lua". it's not 100% compliant to the old function and the standard models will work, but it will result in static selections for the texture and/or color variations of some ships.[/hr][attachment=1269:Bildschirmfoto 2012-06-14 um 02.41.jpg]the adverts textures are very low-res now, 128x128 for all of them, perhaps i upload a "original" (not really original but 256x256 was most old and is fine even for the new ones) scaled set.for the creators of advert textures (spazeman) i use a standard size of 2:1 for all of them, thus to make them exchangeable where ever you like to place one.and marcel, if you use textures by a path to another model, make sure they exist in the standard release, i guess "gravel.png" won't appear (produces the "noise" on the screen), anyway i geuss it's safer to use them exclusively (use the actual models directory or create a specific folder for all your models).i guess i make a animated "noise screen" for you, so it will look like a real nois, perhaps interrupted by a test screen
