As Arty-FishL's database seems to be still not working, I'll just post it here for now.
This is the MiG-29, incorrectly referred to as the "Harrier" from the
"untextured plane" thread from quite some time ago.
I got somewhat annoyed at the model itself—the subobjects were horrendous. Some parts from completely different areas were considered one object, the missiles were completely unusable, and seemingly worst of all was that when I attempted to make a flight sim with it, it just did not work. This is actually often the case with Alice Objects that are imported from games—they may look good but you can't use them for scheiße.
For more information about the object itself, check the object's methods.
Anyways, onto the specifications:
Gah. Every image host neutralizes the gray and makes the picture blindingly white.
Smaller than original model (By ~554KB)
Untextured MiG-29 (Frame itself is somewhat inaccurate. Nothing I could do about that.)
Fully operational landing gear (albeit inaccurate)
Fully operational and slightly accurate windshield
Programmable, highly accurately modeled missiles (Each are their own objects)
To rotate on proper axis, rotate using the Body's axis, not the entire object's.
34,364 Polys
36,131 Tris (Like polys, but only three points)
52,808 Edges
18,517 Vertices
Can Run On Shitty School Computer: Yes
Alice Compatible Object: Yes
An Alice Compatible Object is a class of object that I thought up today. Considering Alice's limits, there ought to be guidelines for people who export game files into Alice. This MiG-29 model is what I believe to be a great example of an Alice Compatible Object.
1. Every individual part that can (In real life) be moved should be able to without resorting to "ghetto fixes" such as creating dummy objects where pivot points should be. Naturally immobile elements in the model are exceptions.
2. Subparts are organized in an appropriate and meaningful manner
Exemplar: I do not want to see every little subobject lined up nice and neat in the first subobject level. Especially if there are more than ten.
3. Pivot points are appropriately placed and angled. This is the most important part. We cannot have it like the Tomahawk where it oddly spins around the tip of the handle instead of the center.
As always, 3ds Max file for all those interested.
http://www.mediafire.com/?cg3tbctatxrcd8m