Modding and Modeling
As stated in our welcome page, WCpedia's focus is on the future of Wing Commander, rather than its past. We'd like this site to be the preferred resource site for constructive WC fans; –modders and modellers working on fan projects, primarily games, expanding and enriching the Wing Commander universe from within. But this focus would be incompletely served without addressing practical, every day problems and solutions pertaining to modding, modelling, texturing, story-writing; as well as a bit of discussion about what constitutes “canon-correctness”, “canon-compatibility”, and game balancing.
Modding
- Getting started
- Space sim engines
- Organizing a game project
- The case for Open Source
- Participating in a game project
Modeling
- Choice of 3D modeling application
- Modeling ships and stations
- Making bevels that shade correctly, Part 2
- Floating vs. welding geometry
- LoD's (Levels of Detail)
Texturing, general
- The tools of the texturing trade
- Texturing examples and real life photos
- Texturing for Wing Commander
- The texturing pipeline
Texturing for CineMut Opaque shader and La Grande
Story Writing
- “Canon-quality”: consistency and coherence
- Science fiction writing quality
- Plausibility
- Backgrounding
- Adding dynamics to the background
- Timing and timelining
- Outlining the plot
- Fleshing out the characters
- Adding personal stories (human side sub-plots)
- Summary and metrics for good story/plot
- Writing dialogues
- To branch or not to branch




