not shown submodels,are a matter of the hierarchy in the original model, notdrawtext and notdrawsubmodels has no influence (didn't exists).somehow all submodels drawn depend on missiles or landing gear anim, when i remove (padding) the landing gear in the game, then sometimes they get darwn without missiles but only when the landing gear is lowered.another very strange behaviour is that when i use effect.fx on a spline.x, it affects also transformation of the model, means the model comes completely oversized and y & z is flipped.that's something i don't understand, HOW CAN A SHADER SCRIPT AFFECT TRANSFORMATION

but i seem to get deeper to the core of FFED3D and allready i'm assuming XNA Gamestudio is used to build it, at least specifications in tris.ini and the shader script gives a hint in this direction.well i might not be able (right now) to make my own FFED3D (which would be great, we frontierheads from old europe build our own FFED3D

), but at least it could help to solve some problems...imagine what could be done instead that models would be simply loaded you could bind them in with a script that allows to override the original model functions!btw, i hope my model has a proper dash in the cockpit, usually it's hard to see (especially without the fixed zoom and even still with, it's very tiny and nearly not to see at all), but i recognized it because i set the radius to 0 for testing purpose and while i was looking if i can see the cockpit from behind (pilots view) i noticed that the dash is missing in my actual model (but i changed it since the upload, so i simply might forgot to implement it, usually my models are "constructions" i made with hand editing. saves some time when making a new version and leaves some extras up to me).further if one is reading this who likes to make models for FFED3Dsetup a minimum FFED3D as "modelviewer", just only use the standard textures and panel (the panel is a MUST, without FFED3D won't work, but i'm working on a minimum (original) panel, won't be no big deal, it only uses a quad as "screen" for the original panel texture and icons. it will be also useful as template if one likes to make it's own panel), leave away any other models except the one you like to check (keep maybe skybox 315 and galaxy background 316. it even looks nice without the skybox 315, ever played FFED3D without the blueish sky and nebula things? looks definatly good to me).it will load now as fast as a "modelviewer" with the advantage that you can see the model how it looks definatly in the game.but if you like the skybox but perhaps feel that the blue backgrond is simply to bright, use this textures,[attachment=687:TEXTURES - skybox black P66.7z]when i finished my "diet" for FFED3D, i will upload the crap here, for anyone to use.it will be a basic installation where all models (sets) and textures have to be installed first by GME.1st it allows smaller files for downloading without to make partfiles.2nd you can install or remove things as you like or run the game in a "high-res original FFE" mode. i guess such a slimmed FFED3D will run also on any laptop or notebook which hasn't very high specs (almost like a GLFFE, only DirectX driven).but there are still many fixes ahead for this, so i'm still working on the missing atmospheres for the gas giants, i'm able now to place one in the respecting models folder, but it will show off a bit weird and scaling by the program isn't possible yet, maybe i find a way to override that internally, i will see.---i didn't expected that and was assuming FFE should show gas giants the same as FE2, but it didn't do soit looks like the original games atmosphere layer is beyond the surface at least for the medium to large gas giants.