Nice....
For those wondering why the shadow looks like a bunch of loose parts, it's because the fuselage won't shadow. Something in the TW code doesn't shadow if the mesh exceeds a certain amount of 'concave' type surfaces. In other words, the more dents 'into' the mesh, the less chance it will shadow properly. It doesn't matter if the mesh is 'open' or not...I tried with a totally closed fuselage mesh and it still didn't shadow.
And the closed mesh itself caused problems, mainly LOTS of decal bleed. I had to open the mesh to eliminate most of the bleeding.
We could try running with the decal version of the mesh, but a lot of computers would choke on the model because it's already poly heavy.
I haven't tried it yet, but I think if you up the shadow options in your TW install to unlimited (or high), it will then shadow properly.
I'm still exploring what I can do...either build a SHD file or put in 'parts' inside the fuselage mesh to create shadows. Neither is appealing.
Finally, next weekend, I'm going to work to put the model on a diet and come out with a lower poly model for those with older computers and for multi-LOD purposes.
FC