Arwing
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| Asset Info favorite | |
|---|---|
| Name | Arwing |
| Category | SNES |
| Game | Star Fox |
| Section | Playable Characters |
| Submitted | A long, long time ago |
| Uploaded By | Starwolf |
| Size | 19.25 KB (618x363) |
| Format | PNG (image/png) |
| Hits | 39,680 |
| Tags (1): | |
Animations (0)
Comments (23)
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Reply to comment by Boomerwrong posted May 18, 2026 6:19 AM
Those cars are slightly different. the main bodies are 3d models, BUT the eyes and wheels are 2d sprites placed around the model, that work similar to the enemies in Doom, where each monster has sprites for each rotation.
I bet the same goes for Stunt Race FX too for the cars, right?
It IS a 3d Model. there are no "sprites" in the rom for the arwing. The graphics are dynamically updated based on the size, position, and rotation of the 3d models that are being rendered by the Super FX chip.
I'm honestly surprised that this sprite sheet wasn't deleted or moved to Custom/Edited years ago. I wish to refrain from sounding exceedingly rude, but these shouldnt be here, as they just edited screenshots , and as Vivian pointed out, the models are already uploaded on the sister site.
@CheddarVG It is a model. This sheet's existence is generally misleading, as these are simply screen captures of the Arwing model at various angles. None of these "sprites" actually exist in the game data, and same goes for the majority of sheets submitted for this game.
@Sonictheoofhog4 to save processing power. If they don't model it, they don't have to cull non-visible polygons like modern systems do
@GigglyMan can you tell me how you managed to rip models from the SNES?
this is obsolete. there are model rippers now, thanks to the gigaleak shedding light on the SHAPES format. im currently uploading a bunch of models ripped directly from standard star fox 1 and 2 roms to the model resource.
I thought they were trying to impress me with the SNES hardware, I thought it was a model.
Why did they never model the front of the ship
@Doc von Schmeltwick I know it's from a 2 year old comment, but this game uses a completely separate technique to what YI uses for its bosses. These are *actual* polygons, rather than the scanline trickery that YI uses for it some of its bosses and platforms. A full image is rendered by the Super FX chip, and then sent over by the SNES as a background layer. Example (left is just BG layer 1)
@Gobro "It's not a model. It's a bunch of polygons."
this should be under Models Resource
i didnt expect to be only a few sprites.
I believe they are 2D sprites that are scaled to form the "model", hence why I tried using the term "texture" loosely. Isaac is correct on what he said, though. The "texture" rip would be somewhat useless, as it would just be two different colors or such. If any of these sheets are updated at all, it would be nice to see the raw sprites that form the "model" AKA what I had previous called textures for some reason.
Well it's not a model. It's a bunch of polygons. See the sheets for the Super Mario Advance 3 bosses for examples of how these work. Still, that's far less useful than the current layout.
@Doc von Schmeltwick Exactly. Either rip it as a model or as the sprites actually appear in game. Just a texture rip would be rather useless.
@beanluv This is still more....usable than that.
Is there like a tile layout for the sprites within an emulator running the game? If so, the "textures" should probably be ripped instead since they're technically not 3D models. The Super FX chip is able to perform advanced resizing and rotating on sprites creating the illusion that it's 3D rendered. There are no 3D models similar to N64 and future games in these SNES games.
and?
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