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Topics - Ginev

#1
SWBF2 Modding / How to make fussioncutter use ammo?
December 09, 2020, 11:11:49 AM
The title explain it all.My project is doomed if i cannot find a way to do it.If someone make it please post the odf files here so i can see it.Thanks in advance!
#2
SO i enveloped a custom model and created a custom runing forward animation but for some reason the left hand of my character is not behaving correctly but in XSI when i check the animation is correct.I keyed everything.
If someone can help me here are the files.Check them and tell me what is wrong.I provided in the file the model itself,the unmunged animations and the XSI scenes+ 3 pictures.i hope someone help me.

https://mega.nz/#!ApkSWaZK!B7PfmzMco77t ... UUQSNKMnGU LINK

https://ibb.co/RcNygBZ image1
https://ibb.co/fvDW8gh image2
#3
Hello guys for the past 2 months i remade the Free Radical BF3 Republic Venator interiors using the BF3 textures.Thanks to Luke LandWalker for providing me with the textures.I was helping him with his project for some time.This models will not be released for now since i will give them to Luke for his BF3 Remake version on Unreal Engine 4.If you want to see something check his youtube channel.Anyway here are the screenshots so far:

https://imgur.com/a/XKslRHz

On the end there is also some extra screenshots from the Remaster project.I am helping there with whatever i can and this interiors will help alot. :)
#4
Released Assets / Ginev Imp LancerFrigate RELEASED!
February 14, 2018, 02:53:52 AM
Here is another puppy for you people.  :cheers:

DOWNLOAD LINK:

https://mega.nz/#!x8UFxZCZ!JvlqP9QCWBasOqb_HkMoHPHcifdWVvWRyem5unaYNYU


Picture of the model:

https://imgur.com/a/KZjEk
#5
Released Assets / Ginev ImpTartanCruiser RELEASED!
February 14, 2018, 02:42:47 AM
Here is my Imperial Tartan Cruiser i made a month ago with the sculpting program 3dCoat.

DOWNLOAD LINK:
https://mega.nz/#!A49k3IIY!BaALySYJW44hZPy3qZc_UJZfFso58G2o-VLTHfLgLmU

Picture of the model:
https://ibb.co/ci8ro7


Enjoy people.I am going to convert waay more models right now.
#6
Star Wars First Assault Tatooine Models + My TA1 files for the map itself.
I decided that i can contribute waaaay more for the community by converting models for Battlefront 1/2 since im good at this and leave other peoples to make maps.Im gonna focus on that for now.
IF SOMEONE WANT TO FINISH THE MAP OR TO TURN IT INTO SOMETHING ELSE YOU HAVE MY PERMISSION JUST PUT PROPER CREDITS!

If you want to munge the map files so you can explore it have in mind that you will get alot of errors and warnings in the munge log.Delete them and ignore them.BUT WHEN YOU MUNGE THE FIRST TIME YOUR MAP MAY CRASH SO BEFORE THAT MUNGE SECOND TIME CUZ SOME FILES ARE MISSED FROM THE MUNGER.ITS A BUG!AFTER THE SECON MUNGE THERE SHOULD BE NO PROBLEMS!

DOWNLOAD LINK: (EDITED by request.     7.2.2022)

https://mega.nz/file/U5tiyaoD#3HqhaU2hEHJ3CuksOaJ5HeYlYwBu13m_vK8JfKN87OI

Video of The map so far:



Credits:LucasArts and the Company who made the game assets (Sorry i do not know the name of the company)
Credits:Ginev for converting them to obj/texturing them and from there converting them to msh and for building the unfinished map.
#7


Link for youtube.
#8
Does someone know how much models you can put on your map?Cuz i am getting weird bug while i am loading my map the loading screen go to full loaded and stuck there.When i remove few models the map work again.The models i am removing work but for some reason when i put few more the map stuck on loading.I just want to say i am using the Star Wars First Assault models extracted from the demo game and there is ton and ton of model parts.
#9
Videos and Screen Shots / I think interesting video.
August 26, 2017, 01:31:53 PM
I accidently found this video from a guys that are having fun in Arma 3.The interesting was that they are using my tatooine models.They look terrible in that game but ahh well....Anyway i think someone will be happy to see them playing around.Arma 3 look interesting to me.What you think guys ? :D

#10
I decided to make this thread so that i can post the link for all my assets i released cuz i think its better like that instead of creating always new topics for model or two.

For the Admins-Whenever i have something to release i will update this thread there is no need to create new one.Just saying.

So i will post existed links here soon but for now i will begin with something new.It was a request for friend here in the web but i will release it here so that everyone can use it.
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Clone Wars Adventures  Drill Trident Prop

https://mega.nz/#!M5cxXCJZ!8z2wMp_7hfLY7irUAnHKVL7EGJ91rZb_w-xFZnlkfe4


picture: (Not Actuall model)

https://www.google.bg/search?q=star+wars+drill+trident&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj-xoWP1_XVAhVHvBQKHRnjAd4Q_AUICigB&biw=1024&bih=666&dpr=1.25#imgrc=8rn4kqrfdKrVXM:
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#11
Here is my T4B tank model that i made 3 years ago and never finished it untill i found it accidenly by diging my old files.I spend a day away from the First Assault conversions and decided to texture it.What do you think guys?

https://ibb.co/dgHLWa
#12
I first want to say that i created few running animations for my project for battlefront 2 however the animations itself are total crap.So i found that if you are using biped rig for your character you can make better animation moves.So here is my question:Is it possible somehow to attach such biped rig to my enveloped character so i can control his moves better?And if so how to do it.Step by step tutorial will be the best help.

Just an example for what i am talking about:

#13
I think some people will be happy to get it if they have modded original xbox.

More here:

https://www.reddit.com/r/StarWarsBattlefront/comments/5tja9x/star_wars_battlefront_1_early_beta_demo/

If this is already mentioned here from someone else please excuse me...

EDIT:Hey i think i found the Battlefront 2 XBOX DEMO from the DVD of Revenge of the sith game.I get some xbox emulators but i cant get it to work.If someone have experience with emualtors could he help me somehow?The game is around 350 mb size.The file is .xbe
#14
So this is my odf for my destroyable rep captail ship.Im using custom models:

---------------------------------------------------------------------------

[GameObjectClass]       

ClassLabel      =   "destructablebuilding"
GeometryName    =   "RepVenatorNoHangar_ZERO.msh"


[Properties]       

GeometryName    =   "RepVenatorNoHangar"

MaxHealth          = "5000.0"

ExplosionName           = "spa_prop_frigate_destruct_exp"


MapTexture              = "icon_rep_minirepassaultship"
MapScale                = 9
RemoveFromMapWhenDead = "1"

CHUNKSECTION        = "CHUNK1"
ChunkGeometryName   = "RepVenator_chunk1"
ChunkTrailEffect   = "spa_sfx_frigate_exp_5"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.03 0.01 0.01"
ChunkSpeed      = "2.05"
ChunkUpFactor       = "0.00"
ChunkGravity        = "0.0 0.0 0.0"
ChunkKeepSoldierCollision = 1

CHUNKSECTION        = "CHUNK2"
ChunkGeometryName   = "RepVenator_chunk2"
ChunkTrailEffect   = "spa_sfx_frigate_exp_1"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.01 0.01 -0.04"
ChunkSpeed      = "2.03"
ChunkUpFactor       = "0.05"
ChunkGravity        = "0.0 0.0 0.0"
ChunkKeepSoldierCollision = 1


FoleyFXGroup    = "metal_foley"
BuildingSound   = "sd_engine_amb"

---------------------------------------------------------------------------

So check this names:
RepVenator_chunk1
RepVenator_chunk2

This are the capital ship engines.When i destroy the ships they will spawn and will began falling in random directions slowly.Thats good,however the problem is that they won't dissapear after let say 5-6 seconds.They continue falling forever or if some AI on flyer or the player hit into them then they stop in one place and after 3 seconds they dissapear.How to make them dissapear even if no one crash into them.Is there a odf line that will do the trick?

EDIT:Maybe i have to make the TerrainCollision 255 and it will dissapera?I can see this value on other odf files.
#15
Released Assets / Ginev pre-alpha Orbit Dome
April 20, 2017, 11:50:44 PM
Here is it folks:

https://mega.nz/#!N9kRxZ6Y!jt0U4WVOWPFepxDZn5WzOazVuuEA-x_BsOuI85ok6Ms

I put readme file inside.For thouse who dont know what is this,this is a very big model that allow you to put something like a orbit to your planet which makes your ground to space transition better.Basically its big yellow cup upside down.

Video for the model:



ENJOY!!!  :happy:
#16
I started the first stage of the making of my Tatooine map that i was preparing for 2 years so far.So i add a very big background planet surface model around my main ZERO EDITOR terrain.its working really good,however the problem is that when i go 5 000 meters in the sky and when i look forward there is some sort of visibility range that is not allowing me to see any further than let say 2000 meters.In the sky file i edited every parameter that is for PC.Visiblity range is 25 000 - 35 000 and the main visibility distance (which i was thinking will fix this) is also 20 000.However the problem is still there.I even made custom Dome sky (sphere models that is surrounding the whole world) but still cannot see further.If someone know a way please help me.Here is screen.Look how much only i am seeing forward.If i fly for a 2 minutes straight forward i am seeing the surface model but not when i am in the middle of the map.HELP!

#17
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DOWNLOAD LINK:

https://mega.nz/#!YxkgDZST!ycTD9udWcEK6ObwixA8x9bBjrhXBcj6zBjhucbJe6-I

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Readme:
Road part models from tinchoz77.Have in mind people that there is no ODF files.
You will have to create them on your own cuz i am lazy.
Also the models have and NORMAL map (Bump) textures but they are not attached to the models.
If some of you know how to add them (via option file) you can make the models to look even better.
The NORMALMAP textures are here.Im including them in the pack.I think you will have to rename them on the end from
NORMAL to Bump in order to work.Ask someone for help if you dont know how to to it.

Credits:

tinchoz77 for making the models.
Ginev for converting them from obj to msh for Battlefront1/2

I also included the OBJ files if someone want to use them for something else.
I dont know if its allowed to edit them.Here is the original link for the models:

I hope they are usefull.Enjoy guys :)

Screenshots:
http://tf3dm.com/3d-model/street-system-v10-48448.html
#18
I was exporting the DICE Super Star Destroyer and i release it here a day ago however i was thinking a texture was missing.I asked the person that converted the model from the new Battlefront and he said that there is no missing textures.I need to use the original texture for the model since the model was on 2 parts.So the second part of the model was using the same texture for the first part.However the texture do not match when i apply it to the second part of the model.I speaked with the guy and he told me this:

The SSD has no panel texture it uses the main texture the body uses you need to switch to channel 2 on the panel model's uv map then move it over to us channel 1.

Now can someone tell me how to do that?Do i have to do this in my modeling program or i have to do it in Gimp?If so then how to do it?Please someone to explain me.
#19
Can i make the terrain texture to have glow?Is this possible?If so how?Thanks in advance.
#20
Before some time i made this rock's with 3DCoat sculpting program.They are not very good.Some are good other are terrible but i though maybe someone may find good use to them. :)

Download Link:

https://mega.nz/#!op8ywJYA!RsywWSbm9b0fidFZABBvGDX1Sp8zMFGBHSlEVW2kpXo