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Topics - RepComm

#41
Released Assets / Custom Trees
November 06, 2013, 01:09:51 PM
I used T-Gen XSI plugin to create these two trees, and I most likely will create more.
[spoiler][/spoiler]
http://www.swbfgamers.com/index.php?action=dlattach;topic=7257.0;attach=3030
This only took me about 15 minutes (10 of which just finding a good texture on google images :P )

Credits:
Me, RC.
Thanks to T-Gen for XSI.

And if you ever plan on making trees of you own, I recommend T-Gen. Its powerful and easy to use;
http://www.swbfgamers.com/index.php?topic=6708.0

--
collision for tree2 = "collision"
collision for tree1 = "collision1"

lowrez for tree 2 = "rcs_custom_tree2_lowrez"
lowrez for tree 1 = "lowrez"
#42
I found this interesting: http://facepunch.com/showthread.php?t=1032135
--
It sounds like fun to convert them to MSHs and TGAs.. And they're in FBX!
#43
Well, Zero edit doesn't seem to like saving paths, boundaries, sky color (ambient and all that jazz), and alot of times, it flips my models along the red axis.. (yes, I've already put FlipModelX=0 in my ini file)

Does anyone know why? It works fine on my XP, but I don't hardly get to use it. And I'm on windows7

-edit: and nothing is read-only either
#44
Released Assets / Egypt Models
October 24, 2013, 11:13:04 AM
These have been sitting around on my hard drive waiting to be fixed (like alot of stuff, apparently), so I fixed them and I'm uploading for you mapping folk;

1. The Great Sphinx (converted, and fixed)
2. Pyramid (from scratch)
- I'll edit this post when I come up with more
[spoiler][/spoiler]

DL contains: MSH(2), TGA(2), ODF(2).
DL: www.swbfgamers.com/index.php?action=dlattach;topic=7216.0;attach=3007
-- Please credit me if you use these in a new Earth Egypt map (hint hint ;) )

You can also find very nice palm tree and tropical plants in the downloads section, if you're planning on doing that.
#45
Released Assets / Black Simple Limousine
October 16, 2013, 07:37:55 PM
[spoiler][/spoiler]
I didn't include this in the pack cause it crashed the game, but I fixed it, so here's the link;
http://www.swbfgamers.com/index.php?action=dlattach;topic=7184.0;attach=2974


Credits;
Me, -RC-.
#46
Released Assets / Random_Pack_of_RCs_Stuff
October 15, 2013, 10:17:20 PM
I fear I've reached the end of my rope patience wise, for SWBF and its finicky mod tools.
So I've compiled some assets I've done from loads of scratched projects.

Download: https://sites.google.com/site/swbfrcasset/files/RCs_model_pack_unsupported.7z
Edit: Added Converted Mandolorian Jetpack addon in attachments.
I couldn't seem to locate my other harddrive with all the other unfinished map projects I've started.. Which is a bummer. If I ever get to finding it, I'll go ahead and upload it.
---- I Give anyone and everyone permission to modify any of my assets in any way they wish, just give credit where its due ;)
This pack contains stuff like:
Converted Royal Nubian
Duel Holes WIP models (with hps and all that jazz)
Converted Geonosian Speeder bike
Converted SWRC gunship as a turret
Random Props, lights, and such.
Some unfinished guns and cars (like the Xorea12, one of a short series I did about a year ago.., with the XDS gun series that is lost on my other harddrive :P)
And quite a bit more.
--
To answer some questions that may arise:
1. Are you going to be modding at all anymore; Highly doubtful, I might do a few models here and there.
2. Is any of this stuff supported by you? If something needs fixed, will you fix it?; Again, highly doubtful, and I'm not making any promisses.
3. Are you completing any of the other projects you've started?; This is a very good question.. I really hate to let folks down, but its not really my limit. Its my tools limits. And I'm really sorry for any inconvenience I've caused.. Though not to say I cannot aid at all...
4. So, are you leaving SWBFgamers?; Not really on point, but I'll definitely be less active, as I was mostly here for the modding community, which has become thinner and thinner.
5. Are you going to do anymore SWRC converts, or finish the Commando pack?; No, but I work on OhSeven when I'm bored, so I'll release him when hes done cooking. edit:(If thats alrighty with Led of course ;))
6. If I release models and whatnot to you by PM or privately, and you wish to upload the assets, feel free to.
--
You may discuss miscellaneous stuff about this pack here, but don't expect much reply from me. Sorry 'bout that.
#47
Released Assets / Fixed SBD Canon
October 14, 2013, 10:43:45 PM
edit- Links down, imagines missing

Details:
SBD arm cut off the Super Battle droid and positioned to be held like a blaster (as if a clone ripped it off and started shooting the droid with his own arm).
#48
I do believe this has been answered before, but people need to know, and without being bothered to look through a random topic, with lots of pages to sift through.
--
What is the legal limits of converting/porting models from other games into SWBF?
I know from SWBF to SWBFII and vice-versa is mighty fine, but what about SWRC? Or some other Starwars franchise?
The models of course, being modified or not.

-Excellent Explanations by Tirpider bellow. I recommend reading it before even touching other models from different games. - As for SWRC: Their EULA does not suggest in any way that its illegal to use their models, as least for in SWRC itself.. But there is no content that would suggest not to use it in another game, let alone another Star Wars game. But don't take my word for it, read the EULA to be sure.
- Personally, I take it as a "Go for it" but it could be different. And I am not always right
#49
Ok so, I've been reading up on the art documentation in BF mod tools about collisions,
Quote#3. Do make the collision mesh a child of the root node or its corresponding node, and make sure its global center is at 0,0,0.
QuoteLastly, DO NOT move the center of primitive collision either or else the proper information will be lost as well.

So if I cannot move pieces, how on earth am I suppose to get the collisions exactly where I need them?..
I know I'm missing something here, but I don't know what.
#50
I was searching all night to find this silly thing.. It lets you import OBJ files quite nicely.
Their Link: http://www.filecluster.fr/telecharger/FluidImporter-for-SketchUp-156566.html

Or direct link: www.filecluster.fr/download-link-4/156566.html
--
You Import models the same way you import a DAE, KMZ (ziped DAE for GE), or SKP models.

'File' -> 'Import' Select 'Obj Files (*.Obj)' and browse for the desired model and hit Open.
--
I've heard that this isn't supported on Google Sketchup 8, but I wouldn't know because I have downgraded to Sketchup7[spoiler] (SOO much smoother than Sketchup.Make, and alot less buggy), and I recommend any one using Sketchup8 to downgrade as well. I'll add a link to it if anyone needs.  I have the 8, 7, 6, and 5 setups on my computer.[/spoiler]
#51
SWBF1 Modding / Addme.lua Question
August 24, 2013, 07:38:41 PM
So I was brain storming ideas for a clan training map, that only allows you to play the map when you are on a special dedicated server. I thought; If I delete the lines in the Addme.lua that told the game to add the map to the SP and MP map list, would I still be able to join a server with the map? [spoiler]of course the dedicated server would have a different addme.script that allows for MP, as well as the map LVL file without textures for faster loading[/spoiler]
If it did work, I think it would be a new little trick that DC and tunngle nights for SWBFgamers could have for special occasions and the like.

So I guess the real question is; Does the dedicated (or just pc host) server over-ride the clients addme functions?
#52
Released Assets / Cantina Table and Chair
August 24, 2013, 10:32:27 AM
[spoiler][/spoiler]
I have been cutting up lots of pieces I need for a mod, and cut out the chair and table from the Cantina for Mos Eisley.

I figured someone else could needs these, so I'm uploading them here.
Happy modding!

http://www.swbfgamers.com/index.php?action=dlattach;topic=6997.0;attach=2809
#53
Released Assets / Storm Commando Recon probe
August 23, 2013, 10:05:46 AM
[spoiler][/spoiler]

Credits:
Tirpider; This wouldn't be here if he hadn't helped. Great work
Sereja; Explaining about the collision primitive error
411Remnant; Concept and design.
And myself for the build.
SWBFGamers Link: http://www.swbfgamers.com/index.php?action=dlattach;topic=6990.0;attach=2801

--
Why it's different from the other one:
No weird box things on the bottom, better Collision, comes with an ODF, has a hirez shadow, and is renamed for convenience.  -I also advise to be careful with the modded orbital strike :P
#54
Released Assets / Yield Sign Fixed
August 15, 2013, 12:04:21 AM
Fixed Version:
Bugs fixed:
1. A little spelling error on Google Images part ;)
2. Model being all black or white ingame, this is due to the texture not being sized x2 (changed to 512,512).
3. Transparency fix
4. Deleted unneeded polygons, and several UV useless UV maps. (ZEImport_Poly1-5, Sample)
--
Transparency removed due to some "flickering" of the model ingame.

Readme.txt contains details.
#56
Released Assets / F117 Black Hawk Patriotic Skin
July 04, 2013, 12:01:09 PM
[spoiler]http://www.youtube.com/watch?v=nKGyEKXYEeM&feature=youtu.be[/spoiler]
I didn't even bother editing the video, lol.

Have some fancy flying with this new model, happy July4th SWBFgamers!
(And seriously, why hasn't some firework mod been released yet)
http://www.swbfgamers.com/index.php?action=dlattach;topic=6728.0;attach=2632

Edit-This works quite nicely with the jedi star fighter in the Republic side directory.
      -You will need to remove those annoying star fighter tail effects though.
#57
Found this XSI addon, I'ma try it out some time, it looks a lot easier than how I've always done it :P
http://www.crydev.net/downloads.php?view=detail&category=36&df_id=2993

edit- It's awesome, It takes a little brain to get how the leaf thing works, but it makes sense after a few goes. I love the Z noise option for the stems.. Gravity is a little finiky

edit by tirpider: tagged title
#58
Released Assets / Imp Weapon Jumptrooper rifle
July 02, 2013, 10:54:03 AM
Jumptrooper Rifle

-edit: Imagines missing.
#59
Released Assets / FA3 Evo Trooper Fletchette Rifle
July 01, 2013, 05:49:51 PM
FA3 Fletchette Rifle
-edit: Imagines missing.
#60
Weird little error I get from time to time, when opening up the material manager. It crashes XSI completely.
If this ever gets answered, I'd like people who have same error to be able to find it as well.

Edit- A re-install of Softimage XSI fixes this issue.

edit by -RepublicCommando-: fixed title