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Topics - Ginev

#21
FIXED Download Link:

https://mega.nz/#!EttVQIxC!y65ZUvMzWsSZ9F5LHWs10EPMZPfQbF9h0LNQT-2fdYs

Youtube video for part of the models inculded:


I highly suggest to try everything on an empty map first just in case.There is also some parts of models that may or may not be used for anything.Its all about choise.
When you put some of the odf files for the model in your map you will see the models in purple or some other colors.Thats is fine.Its not a bug.I made them like that because some models have very big textures (more than 1024x1024) and this cause ZeroEditor to crash but in game they work fine.Thats why they are like placeholders.They will be replaced automatically with the original models in game.If you dont want so big textures you can reduce them with Gimp,Photoshop or any other program that you have.
#22
Hi guys.I decided to release for the comunity The Force Unleashed Tatooine assets that i was converting for Battlefront 1/2 for few months.I hope you like them.They all have render types so some render types wont work in Battlefront 1.I highly suggest to try everything on an empty map first just in case.There is also some parts of models that may or may not be used for anything.Its all about choise.
When you put some of the odf files for the model in your map you will see the models in purple or some other colors.Thats is fine.Its not a bug.I made them like that because some models have very big textures (more than 1024x1024) and this cause ZeroEditor to crash but in game they work fine.Thats why they are like placeholders.They will be replaced automatically with the original models in game.If you dont want so big textures you can reduce them with Gimp,Photoshop or any other program that you have.  :tu:

DOWNLOAD LINK:

https://mega.nz/#!F0FXhDoS!B6WannHrzcTdxuJpaZ3sfRbMegv_MyzY06TXWz4Re-M

CREDITS:
Krome Studio for The Force Unleashed game assets. (If i am wrong correct me)
LucasArts
Ginev (me) for converting them to msh for Battlefront 1 and 2 Classic.
(If i miss something in the credits feel free to edit this post admins :) )


HAVE IN MIND PEOPLE THAT IF YOU USE THIS MODELS IN YOUR MAP PROBABLY THE ADMINS WILL REMOVE YOUR MAP FROM WEBS LIKE GAMETOAST BECAUSE THIS MODELS ARE FORBIDEN THERE AS FAR I KNOW.SO USE ON YOUR OWN RISK.IT WILL BE WISE TO TALK WITH SOMEONE ABOUT THIS MODELS IN GAMETOAST!
#23
So i am using the bones from this msh file:     BF2Mod_Tools\data\Common\mshs\com_weap_gunturret.msh

So i imported that turret and then i imported my custom model.There is 3 bones only:
basenode (blue) for the non-moving 3 pod mesh on the bottom.
main_cylinder (yellow) for the middle rotating part
and turret_main (purple) for the up,down,left,right moves for the turret mesh itself.

So i envelope them to my model and then i deleted the the com_weap_gunturret.
However the bones were not positioned exactly to my model.So i move them but that stretched the mesh of my model at the direction i move the bones.Well i ignore that i tryed the turret ingame.It was looking surprisingly good ingame.However when i enter it and start moving it left,righ,up or down this happen:



I think the problem is in the main_cylinder (yellow bone) in the middle.
How to fix this?

EDIT:Well i feel stupid...i simply forgot to move the turret_main purple bone to the center...Now my turret rotate like it should be.Also i removed the yellow main_cylinder bone simply because its not needed.Still i would love to know how to add colors to my own made bones in xsi.I am using nulls for bones but dont know how to color them.If someone know please pm me.
#24
3D-Modeling, Animation and Texturing / ze tools tut
October 15, 2016, 10:40:25 PM
Ok i believe its time to make a tutorial for how to use XSI ZE TOOLS.  8)

EDIT:
Here is the link for the tut.Enjoy.

#25
Here they are folks (NEW ONES):2.01.2017

https://www.youtube.com/watch?v=FDgrcepmgQ8&feature=gp-n-y&google_comment_id=z13ddbt45smssjhve23ucby51lbrtzvpr04

My new Free Radical Tatooine buildings design made with 3D Coat.


------------------------------------------------------------------------------------
Link:october 9.2016
(OLD ONES)
https://mega.nz/#!owEjHCaT!2pyEkEfYcKvdHBCM0IFkosdybJwZCWvqd-6saW61Fag
2.5 MB size zip pack with pictures.
#26
This is the link for the video tutorial.

Read also the description.

#27
This is my texture where i added 16 different frames images to make animated texture.



The problem is i cannot put them perfectly into their places and ingame when the frames start switching the whole image   is shaking alot!So how to put my them perfectly into their places?I am using Gimp.
I am not very good in Gimp so is there a way to make something like a grid and then just to drag and drop every frame into the squares and to fill the entire texture like that?Help.
#28
I taked me alot of time to convert this models from Swtor not to mention the time to find the tools for doing it.
Also this is my first models from Swtor (I will get way more later for all of you)
Now i understand how much time consuming is to get them from Swtor and then to put them textures/collision/lowrez and so on.The textures have their respective bumps and normals however i havent add them to the models.You will have to do it on your own if you know how.

Credits:

Bioware for the models and the whole game Swtor.

Ginev for extracting/converting them from Swtor to battlefront 1/2



MEGA download link FIXED (TRY NOW PEOPLE)

https://mega.nz/#!k01nnJba!YiSa9eRk_gx-KOzdVTo-yAfoavM2eZkJbcj2PF4hLuE

Im new in MEGA and i don't know how to remove thouse stupid decryption codes.Sorry about that guys.


                                      Thanks to TheGangstarTY for helping me with the decryption key problem for the link!
#29
Released Assets / Imp Support Cruiser
August 07, 2016, 11:29:55 PM
Download it while the link still work.Wikisend saying 49 days left me who knows.

https://mega.nz/#!pxUjFa6T!TxswhOpVZmfwuLosRE_uLnGkuWmuw9sxGDIt14kOvbk


Picture : (NOT ACTUAL MODEL!My model is similar.You will like it.)

https://www.google.bg/search?q=Imp+Arquintens+Cruiser&source=lnms&tbm=isch&sa=X&ved=0ahUKEwit3YKD7fbYAhWxh6YKHboTAJ8Q_AUICigB&biw=1536&bih=760#imgrc=pgtiB51ZArha7M:


Credits:Me (Ginev) for converting it to msh for B1 and 2 Classic.
I do not know who made that model.I found it in facepunch a long time ago and i forgot from who came.If you know please let me know and add it in your readme with credits.
#30
General / New Unseen Battlefront III Footage!
August 02, 2016, 01:48:13 PM
Uploaded by FUHAZ.
Youtube link for the video:





Original post:

http://assemblergames.com/l/threads/new-battlefront-3-pc-footage.62561/
#31
If someone have the demo can he share it somehow or that is impossible?
Check this gameplay.It showing on the end Battle of Coruscant and look how different is.Wayy more ships.And the hangars are different.



In the menu of the demo there is a cutscene with the Executor ssd ship but why they did not included it in the final build of the game is still a mistery for me....
Im gonna try to find the menu gameplay.
#32
Some nice rounds with Sniper class in Battlefront 2.If you feel like a beast then you are!
Sorry for the quallity of the video.Im using fraps and after i upload the video i lose some quallity.
I made some nice killstreaks.More videos will come soon with better killstreaks.
--------------------------------------------------------------------------------------------------------------------------
  UTAPAU-rebel marksman only!!!

https://www.youtube.com/watch?v=DigVWCQz4qo&feature=youtu.be  Kamino-Cis marksman only!!!

          Kashyyyk-Clone sharpshooter only!!! 103/6 killstreak

    Coruscant-Imp Scout only!!! 60/4 killstreak

   Tie Interceptor Space Assault!!! 35/1 Killstreak

        Darth Maul Naboo theed!!! 41/0 Killstreak

     Cis TriFighter Droid Space Assault!!! 32/3 Killstreak

  Awing Space Assault 46/2 Killstreak
-------------------------------------------------------------------------------------------------------------------

Modding:

   Tatooine Ground to Space Transition VERSION 2.

  First Assault Tatooine map in Battlefront 2.


NEWEST ONE:

  First Assault Tatooine map UPDATE 2.
#33
Check this video guys.At the begining you can see the player driving a speederbike but if you look closer you will see that when he is making left or right turn the speeder angle is changing more than in our version of Battlefront 1 and even in 2.So is this some animation that is removed shortly after the release of the game or i am missing something?




I checked the Animation folder for the imp speederbike.There is only 2 animations:
imp_speederbike_9pose    and     imp_speederbike_9pose

So which animation is controling the turn angle of the speeder and if this is removed can i recreate it?I can make new animations but dont know from where to begin.

EDIT:
Just one more video of early version of Battlefront 1 on the scraped Naboo map that we actually see in the trailer.



(Even the jet trooper is blue not green :D  )
#34
For 2 years im think should i mention this but i always forget.Some of you may know the Endor rolling log trap?The one that when an Impirial AT-ST is nearby the logs start falling from top of the hill and kill the AT-ST.i tryed creating my own version of the wooden logs and replace them with the msh model.Im using the Endor logs original odf file but ingame my logs simply do not roll properly.They are somehow...sliding down the hill 2 meters up in the air.Thats not right.I know what i am doing but its not working.If someone more experienced have time please could you guys check this mistery.  :wacko:

EDIT:Thanks to Sereja this problem is now solved.

Solution:
This is the odf file for single rolling log:(The msh name GRollingPipe is just my example.)
----------------------------------------------------------------------------------------------------
[GameObjectClass]      

ClassLabel      =   "armedbuilding"
GeometryName   =   "GRollingPipe.msh"


[Properties]      

GeometryName   =   "GRollingPipe"


MaxHealth       = 70.0

ExplosionName       = ""

AINoRepair      = 1

RespawnTime   = "10"

DestroyedGeometryName    = ""

FoleyFXGroup   =   "wood_foley"

SoldierCollision = "p_cylinder"

OrdnanceCollision      = "p_cylinder"

//BuildingCollision       = "p_sphere"

CHUNKSECTION       = "CHUNK1"
ChunkGeometryName    = "GRollingPipe"
ChunkNodeName = "hp_log"
ChunkTerrainCollisions    = "255"
ChunkPhysics       = "SIMPLE"
ChunkVelocityFactor    = 0.0
ChunkSpeed          = 0.0
ChunkBounciness      = 0.7
ChunkSimpleFriction   = 0.12
ChunkDeathSpeed      = 3.0
ChunkKeepSoldierCollision = 1.0
//ChunkInitialCollisionSound = "end_log_collision"
//ChunkScrapeCollisionSound  = "end_log_roll"

----------------------------------------------------------------------------------------------------
Make sure to have this line in the chunk section:
ChunkKeepSoldierCollision = 1.0

or your rolling model will move through soldiers.
Also you must add primitive cylinder with the name p_cylinder so your model can roll on the ground when you shoot it.Thats all.

Credits for Sereja for the help!  :tu:

Here is some extra information from him regarding XSI:

Sereja:Well, it's could be done only with XSI.
On the left panel click: Primitive>Polygon Mesh>Cylinder. Rename it to the p_cylinder. (primitive collision could be cylinder, cube and sphere only). Adjust the size of it, only by double click on it in the Explorer window and change only Radius and Heght in pop-up window. Never change size by Transform panel. You may change only rotation and translation by it. (size by Transform panel could be changed only for cube) Never freeze it or change count of Subdivisions. Hide it, and your primitive collision will be ready.
#35
I accidently found this on the original Battlefront 2 Naboo map.
This feature was never used before in other maps and trust me i am playing alot of mod-maps.To be honest like a modder i was thinking this is impossible but here it is.I made my test map darker so you can see the light better but also and to hide my objects :D

This Naboo odf file contain all the neccesary information: nab2_prop_lampost_hang

That lamp have hardpoint with attached effect.That effect contain a tga texture and here is the interesting thing.
The texture using a -cubemap option file.First i was thinking that only material of models are using -cubemap .msh option file but it seems textures can use that too.However this will not make the texture shiny.It will make the texture moving on the surface of the surrounding models.

See it by yourself and tell me what you think guys:


#36
Hey guys.I was testing something with the water fx file on my map and i run into a problem.I added water to my test map but the water is moving slowly up and down.How to stop this?I want the water to stop moving up and down at all.My test map 3 letter name is QWE so i opened the QWE.fx file but i still cant find the code that prevent this from happening.If someone know please help.Just remember that i am using water not ocean.I think they use different values.

EDIT:Found it.the water is not moving now.
I added this 2 lines in my QWE.fx file in the water PC section.

OscillationEnable(0);
LightAzimAndElev(1.0,0.0);

(SOLVED)
#37
I created my own custom running forward pistol animation.However i dont know with which one animation to replace it.I have made custom pistol_shoot,standalert,stand_idle animations however the runforward is not showing up ingame.I know its working because i tested it on runforward_alert name (hands pointing forward) and its working but when my character start running normally its the stock runforward animation.So my question is what is the msh name for pistol running forward?I checked all animations from the BF2 assets/animation folder.I tested so much names but still my animation is not showing up ingame for normal running.Which msh animation controll the legs running animation?

EDIT:I found it.The only name that i could find in the BF2 Mod_Tools\assets\Animations\SoldierAnimationBank\human_3 is this human_pistol_stand_runforward.However i decided to add this on the end "_full" and it worked.This time when i was running forward without shooting i was able to see my runing animation.Im still curious why the developer did not gave us and that animation aswel...hmmm

(SOLVED)
#38
OK so in Battlefront 1 there is blue bacta canister which heals and red little box which gives you ammo.

However in Battlefront 2 three new powerups are added.

The yellow canister which gives you stamina (you can run,roll again)
The red canister which gives your double damage (your weapon make extra damage)
and finally the green canister which.....for 10 years of playing i still dont know what is doing.

I was thinking should i mention this here but it seems im not the only one.

So what is doing the green canister powerup and one side moding quest is there a way to make your own powerup effect taht can give you something different?

Sorry if this is not the right place to post this but i dont know where to put this.  :shrug:
#39
Hello guys look this video.The first map is space map which i dont care for.However the second map on the ground of Geonosis is what im looking for.This map was released in Swbffiles.co m however since they remove everything from there i fear the map is lost forever.The map is nothing special however the i believe the person who made it also enchanced the shader files of the map,something that i really need to investigate.Once i played it for short time and i find out that everything look different on that map.In the video here the quallity is only 480 and you cannot see the detail but i remember it.If someone have it please release it here.

#40
SWBF2 Modding / Need help with Portals/Sectors.
November 25, 2015, 07:34:08 AM
Can someone explain me step by step how to use the Portals/Sectors in battlefront 2 Zero Editor.Im trying for 2 days with no luck.I know that i need 2 sectors and 1 portal that connect them but nothing happening.What i want is when i go to 1 sector the other to be invisible (game dont render the objects inside the sector making better performance for the map).

Help!  :wacko: