SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Assets => Topic started by: tirpider on October 25, 2012, 11:53:15 PM

Title: OverrideTexture Compatible Units
Post by: tirpider on October 25, 2012, 11:53:15 PM
OverrideTexture Compatible Units
(OTC units)

The goal of this series is to give all the playable units OverrideTexture compatability for convienience and consistancy in modding and side building.

(read more of my rambling here:)[spoiler]
A side effect is that it gives me the opportunity to address functional issues of some of the shipped assets.  Several of the models have unneeded hidden  geometries, defunct materials, stray polygons, ect.  Some I can fix, others I can't.   I will be aproaching each model with the intention of normalizing the preformance of all of them as a whole.

I will also be working on the Star Wars Battlefront II units.  The modifications I wil be making will be guided toward SWBF1 compatability.  They will still work with SWBF2 (as all SWBF1 models will, ) but added features, such as cloth, special collision chunks, and certain render types will be removed and a suitable repacement made with SWBF1 standards.

Almost all of the models will be identical in appearance and preformance to the originals.  The idea is that these can be used in place of the originals to enhance the flexibility of modding and side building.


Some of the changes to expect:
I may not be able to do all of them for a variety of reasons, (Time, complexity, unavailability of cloth replacements, lack of testing capabilities,) but I will try to get to as many as I can.

As the project advances, I will be looking into the other side mshs (such as weapons, vehicles, and 1st person models) and assembling side builders for each of the sides the models are sourced from.  The animated player units should keep me busy for a while, so it will be some time before all that starts.

The recent posts won't alert you to each new unit (it was flooding the assets forum,) but I will bump this thread as milestones, such as a completed side, are reached.

v2 Update Notes:
Almost all the units had hard to detect problems. (Only one person reported it), but I resolved the issue with every unit anyway. Adding some "just-in-case" adjustments to the method used to do these OTC edits to prevent future issues.

Future units will wear the _v2 on thier archive name to indicate they have been rebuilt with the improved method, and if I need to update the method again, it will become _v3 and I'll adjust existing releases before moving forward again.

This will be very likely as I discover new methods of geometry conversion. But the OverrideTexture part will probably always be the hardest and a "by hand" process.

_v2 changes:
- reindexed MNDX fields. (it should import via ZETools now.)
- removed faulted animation tags (my fault from an error in an earlier program, not Pandemic's)
- normalized all weights
- rebuilt, the rebuilt triangle lists, and padded as needed.
- re-calculated padding on string values.

[/spoiler]

The unit downloads can be found under the spoilers in the next section, and in the OTC Units (http://www.swbfgamers.com/index.php?action=downloads;cat=26) area in the downloads section of this site.



The Units

ALL - Rebel Alliance (23 of 27)(the last 4 are on hold)
[spoiler]
SWBF 1 units
unit  status - notes
- Luke Skywalker(Jedi)_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=822)
- Rebel Marksperson_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=838)
- Rebel Marksperson (snow gear)     (use Rebel Marksperson (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=838) with OverrideTexture = "All_Inf_marksman_snow.tga" in it's ODF.)
- Rebel Pilot_v2                    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=825)
- Rebel Snowtrooper_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=840)
- Rebel Soldier_v2                  d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=835)
- Rebel Fleet Trooper_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=817)
- Rebel Medic_v2.1                  d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=819) Updated Skin (Thanks, Unit 33!)
- Wookiee_v2                        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=862)

SWBF 2 units
unit  status - notes
- Bothan Spy_v2                     d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=841)
- Chewbacca_v2                      d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=842)
- Han Solo(Smuggler)_v2             d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=854)
- Han Solo(Stormtrooper)_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=855)
- Luke Skywalker(Jedi)_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=824)
- Luke Skywalker(Pilot)_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=844)
- Luke Skywalker(Stormtrooper)_v2   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=856)
- Luke Skywalker(Tatooine)_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=832)
- Princess Leia                     not yet - she needs a proper skirt
- Rebel Engineer_v2                 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=843)
- Rebel Marksperson                 not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Marksperson (snow gear)     not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Pilot_v2                    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=830)
- Rebel Snowtrooper_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=845)
- Rebel Soldier                     Stock Unit is OTC with no need to edit.
- Rebel Vanguard                    Stock Unit is OTC with no need to edit.
- Tantive IV Trooper_v2             d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=846)
- Wookiee                           not yet - testing dreadlock solutions
[/spoiler]

CIS - Confederacy of Independent Systems (5 of 14)
[spoiler]
SWBF 1 units
unit  status - notes
- Battle Droid_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=826)
- Count Dooku_v2        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=861)
- IG-88                 not yet - CodaRez fixed this one up better than I think I can.  I'll still work on it, but later rather than sooner.
GT link :*Improved* Stock IG-88 (http://gametoast.com/forums/viewtopic.php?f=64&t=24093&hilit=ig88)
- Super Battle Droid    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1017)
- Droideka              not yet

SWBF 2 units
unit  status - notes
- Battle Droid          Stock Unit is OTC with no need to edit.
- Count Dooku           not yet
- Darth Maul            not yet
- Darth Sidious         not yet
- Droideka              not yet
- General Grevious      not yet
- Jango Fett_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=796)
- Magnaguard            not yet
- Super Battle Droid    not yet
[/spoiler]

EWK - Ewoks (0 of 2)
[spoiler]
SWBF 1 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet

SWBF 2 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet
[/spoiler]

DES - Jawa and Tuskens (1 of 2)
[spoiler]
SWBF1 & SWBF2 units are identical
unit  status - notes
- Jawa             not yet
- Tusken Raider_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=814)
[/spoiler]

GAR - Naboo Royal Palace Guards (1 of ?)
[spoiler]
SWBF 1 units
unit  status - notes
- Naboo Royal Palace Guard   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1018)

SWBF 2 units
not yet
[/spoiler]

IMP - The Galactic Empire (24 of 24) (revising 1)
[spoiler]
SWBF 1 units
unit  status - notes
- AT-AT Commander_v2.1    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=785)
- AT-AT Pilot_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=779)
- AT-ST Pilot_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=771)
- Darktrooper_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=774)
- Darth Vader_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=800)
- Imperial Pilot_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=776)
- Imperial Scout_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=772)
- Imperial Snowtrooper_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=775)
- Shocktrooper_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=769)
- Stormtrooper_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=767)

SWBF 2 units
unit  status - notes
- AT-AT Commander_v2        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=790)
- AT-AT Pilot_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=809)
- AT-ST Pilot_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=788)
- Boba Fett_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=794)
- Darktrooper_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=812)
- Darth Sidious_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=795)
- Darth Vader_v2 (revising) d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=818)
- Death Star Gunner_v2      d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=787)
- Imperial Officer_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=786)
- Imperial Pilot_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=813)
- Imperial Scout_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=820)
- Imperial Snowtrooper_v2   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=807)
- Shocktrooper_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=821)
- Stormtrooper_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=791)
[/spoiler]

REP - The Republic Army (1 of ?)
[spoiler]
SWBF1 units
-
SWBF2 units
unit  status - notes
- Ki-Adi-Mundi_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=831)
[/spoiler]


I've yet to catalog/start the following sides.
[spoiler]
GAM - Gammorean Guards
GEO - Geonosians
GUN - Gungans
JED - Jedi
SNW - Wampa
WOK - Wookiees
[/spoiler]

Tools Used in these edits:
[spoiler]I went through a lot of tools to find that the above suited my process (and budget) best.
Their features either supported my skills or compensated for my ignorance.
[/spoiler]


If you would like me to jump ahead to a specific unit, let me know. I have no set order to do these in.

Treat these models in the same way you would the stock models as far as crediting and usage is concerned. It's all Pandemic's work, I'm just hilighting things and adding the OverrideTexture to them..
_
tirpider@yahoo.com
Visit http://www.swbfgamers.com/
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on December 01, 2012, 01:14:25 PM
I just want to stress how amazingly great this whole project is.
Title: Re: OverrideTexture Compatible Units
Post by: RepComm on December 01, 2012, 01:27:40 PM
I REALLY love your project Tirpider, There should be a modder of the year award!

Don't eat me for correcting you, but:
[spoiler]
QuoteGAM - Gamorian Guards
GAR - Naboo Royal Palace Guards
GEO - Geonesians
GUN - Gungans
JED - Jedi
SNW - Wampa
WOK - Wookiees

Gammorean* for Gamorian Guards
Geonosians* for Geonesians[/spoiler]
May the force be with you!
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on December 01, 2012, 01:32:40 PM
Thanks :)
I'm getting side tracked a little, but I was going to slow down on the models for the holidays anyway. (Burnout Prevention)

If there is one you want to see next from any of the stock factions, don't be shy :P
I dig opening them up.

Right now, I'm in the middle of the BF2 Rebels. Some are going to have a delayed release. Specificly Leia. I am not pleased with the cloth workaround I have for her and may end up making her a new skirt.

The Empire is done except for issues I have been putting off regarding BF2 Vader's texture.

I really want to get started on kama/helmet/head/pack variations on several of them (Starting with Jedi Luke cause I know he will get the most play ;) ). Thats waiting till I have a healthy supply of heads and helmets from across all the factions.  (Wierd silly stuff too, like a Stormie with Naboo Gaurd's Hat.)  Not so canon, but fun fun fun.

Also have some ideas about addon-less capes. Weighted to the normal skeleton like the lowres. (this would help the unruly wookiee dreads as well.) But that's waiting till I can get models back out of Milkshape and into the game.  Mapping wieghts "by the numbers" is just psycho. I need the pointy-clicky for that.

@RC , hehe, I'll fix that now.
-fixed
I'll be the first to admit my spelling is awful.. Stay in School Kids :P
Title: Re: OverrideTexture Compatible Units
Post by: Snake on December 01, 2012, 06:14:06 PM
(http://i414.photobucket.com/albums/pp226/aatcfett/mother-of-god-meme.jpg)
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on December 02, 2012, 01:13:41 AM
I just noticed the SWBF 2 Rebel Pilot download is incorrect: "OTC_BF2_Rebel_Pilot.png" (It's just a picture of the model, not the assets)
I don't know if that has happened with any others, so far the other ones I have downloaded are fine.
Woops!
Title: Re: OverrideTexture Compatible Units
Post by: SleepKiller on December 02, 2012, 01:54:40 AM
This is completely off topic. But did you know that you can actually save your textures in .pic format and the munger will accept them? Seemed kind of relevant.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on December 02, 2012, 09:32:39 AM
Quote from: UNIT 33 on December 02, 2012, 01:13:41 AM
I just noticed the SWBF 2 Rebel Pilot download is incorrect: "OTC_BF2_Rebel_Pilot.png" (It's just a picture of the model, not the assets)
I don't know if that has happened with any others, so far the other ones I have downloaded are fine.
Woops!

Whoops, indeed.  Thanks for pointing that out.
This has happened with others, but I corrected them just after uploading.
It's fixed now.

Quote from: SleepKiller on December 02, 2012, 01:54:40 AM
This is completely off topic. But did you know that you can actually save your textures in .pic format and the munger will accept them? Seemed kind of relevant.

I keep running across "no_icon.pic" references in the TX0Ds. Ususally in materials used for the shadow or hidden bone elements. I've been removing the reference(just the TX0D, not the material), but yes, at some level in development they were using pic format.  I think they just forgot to remove it as the pace picked up in the office.
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on December 02, 2012, 09:51:44 AM
Thanks for the amendments tirps'.

Now nothing can stop my skinning spree!
Title: Re: OverrideTexture Compatible Units
Post by: RepComm on December 02, 2012, 11:04:33 AM
Quote from: SleepKiller on December 02, 2012, 01:54:40 AM
This is completely off topic. But did you know that you can actually save your textures in .pic format and the munger will accept them? Seemed kind of relevant.
Hmm, are Targa and *.pic formats related somehow?...
*five minutes later*
I just checked, and I do not have an export for *.PIC on my tool :O
Are you using GIMP by any chance?
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on December 03, 2012, 02:31:25 PM
First proper bump.

There are 2 relativly complete sides. IMP and ALL.

The Rebel Alliance side is at a point that requires fixes that have been sought for some time. So this is as close to done as I can get it at the moment.

IMP is complete, but a revision of BF2 Vader is comming up.

The next side is CIS. It's a small one and I'll probably save the Drodeka for another time since it has an abomination for a skeleton.

Onward....
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on December 07, 2012, 10:37:40 PM
Not the end of a side, but signifigant.

Just updated the Alliance BF1 Wookiee (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=862).

I wasn't going to rebuild him at first, but then I noticed the different bandoliers for the high and low res models.
I couldn't let that go.  So now we have a pack of wookiees.

There are 3 models in this one and I wrangled the textures together from across the stock ALL and WOK sides.

Some of the body tgas need an alpha channel added so that the fur is see-through in the right spots, and they vary in size.  I'm not exactly pro at fixing tga's. If anyone can restore them to stock-but-better condition, I'd love to add them to the distribution.

If you just pair the textures together as numbered, you have a pack of 21 wookiees.

enjoy!
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on February 03, 2013, 07:10:44 AM

IMPORTANT UPDATE: Feb, 3, 2013
I'm sure you have noticed the blunt end of updates to this post.  There are several reasons, but I just ran across a big reason.

I'm rebuilding the tools I was using to do this and have found some errors that my old process was introducing to the msh files.  All the files released so far have been tested in game and I didn't see any failing points, but structurally, there is damage.

A known side effect that I already have fixed but havent released is non-sequential MNDX numbers.  This prevents these (and most all other msh files I have hexed) from being imported into the Softimage Mod Tool via Ande's ZETools.

Ther may be more errors that block it.   I found some truncated BLN2 chunks in some OTC units, but I don't believe ZETools imports animation data with the msh files.   However, a fouled BLN2 would prevent the MSH from being used as a basepose when munging a new animation.

My arrogance prevented me from seeing the errors in these files.  They should work, like I said, I tested them all before release.  But I will be reprocessing and updating these guys when the new tool is feature complete.

The up side is that I caught the mistakes and a new tool that doesn't require crazy spreadsheets is on the way.

-end update


I added this notice to the first post as well.
Thanks for your patience, folks.
Title: Re: OverrideTexture Compatible Units v2 Update.
Post by: tirpider on February 28, 2013, 12:27:33 PM
I have updated the units and the method used to edit them.

All but 3 have been updated. (The Rebel Snowtrooper, Rebel Soldier, and the BF2 Rebel Snowtrooper.) They require a little deeper look than the others did.

v2 Update Notes:
Almost all the units had hard to detect problems. (Only one person reported it), but I resolved the issue with every unit anyway. Adding some "just-in-case" adjustments to the method used to do these OTC edits to prevent future issues.

Future units will wear the _v2 on thier archive name to indicate they have been rebuilt with the improved method, and if I need to update the method again, it will become _v3 and I'll adjust existing releases before moving forward again.

This will be very likely as I discover new methods of geometry conversion. But the OverrideTexture part will probably always be the hardest and a "by hand" process.

_v2 changes:
- reindexed MNDX fields. (it should import via ZETools now.)
- removed faulted animation tags (my fault from an error in an earlier program, not Pandemic's)
- normalized all weights
- rebuilt, the rebuilt triangle lists, and padded as needed.
- re-calculated padding on string values.

I am sure that most folks won't have noticed the issue, but I urge anyone that was using the earier versions to update their files to remain consistant with the OTC series.
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on February 28, 2013, 02:51:04 PM
You sure have some indefatigability there Tirps. I am running out of words to praise you with.

I won't be annoying and directly mention the SWBF2 Marks lady as I usually do, let me ask this, would you like a new skin for the Rebel Medic and accompanying backpack?
Otherwise I'll probably upload it anyway once it's done.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on February 28, 2013, 03:23:03 PM
I once saw a rat climb a sheer painted sheetrock wall. There was nothing I could see for him to get a grip on, so I assumed he climbed it via pure tenacity.  So.. yeah. I have a rat as a mentor in a way... :P

I would love a new skin for the medic.  It was one of the neatest discoveries in the set of units so far.
I found a pic of the medical backpack in Psych0fred's misc folder on his secretsociety board. (link (http://www.secretsociety.com/forum/downloads/Psych0%20Projects/misc/Medical_Backpack.jpg)) But since it was never released, I see no reason to treat it as canon :)
Anything would help it stand as it's own unit.

As for BF2 Sniper girl, she is on the way. I had to pause to fix what I broke..
(It only took a few months to invent the right kind of wrench, and that turned into bending and breaking the wrench I had previously invented, and about 5 min to turn it.) 
But the OTC is ready to continue.  I'll get the 3 rebels that are already released but need patching first, then I'll make the sniper the next priority.

It may take a few days before I get back up to speed on putting these out again.
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on February 28, 2013, 10:49:47 PM
Quote from: tirpider on February 28, 2013, 03:23:03 PM
I once saw a rat climb a sheer painted sheetrock wall. There was nothing I could see for him to get a grip on, so I assumed he climbed it via pure tenacity.  So.. yeah. I have a rat as a mentor in a way... :P

I would love a new skin for the medic.  It was one of the neatest discoveries in the set of units so far.
I found a pic of the medical backpack in Psych0fred's misc folder on his secretsociety board. (link (http://www.secretsociety.com/forum/downloads/Psych0%20Projects/misc/Medical_Backpack.jpg)) But since it was never released, I see no reason to treat it as canon :)
Anything would help it stand as it's own unit.

As for BF2 Sniper girl, she is on the way. I had to pause to fix what I broke..
(It only took a few months to invent the right kind of wrench, and that turned into bending and breaking the wrench I had previously invented, and about 5 min to turn it.) 
But the OTC is ready to continue.  I'll get the 3 rebels that are already released but need patching first, then I'll make the sniper the next priority.

It may take a few days before I get back up to speed on putting these out again.
That image is very useful, I am pretty confidant I can replicate the targa just from that. (If not I'll use some artistic license)
Did you know, the unit's "Healing gun" .msh was released on GT?

Take as long as you need, because I will probably be liberal with the time taken on the texture. :panic:
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 01, 2013, 05:51:03 AM
Quote from: UNIT 33 on February 28, 2013, 10:49:47 PM
Did you know, the unit's "Healing gun" .msh was released on GT?

I've seen the gun floating around, wasn't sure where it was from though. 

I wonder if there are any stats for a medic class from the games planning days...
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on March 02, 2013, 05:23:22 AM
Here it is! I think I did a good job of replicating the texture... took about 40 minutes.
I threw in a unit skin which compliments the colour scheme of the back pack better for a bonus.


Ignore the texture distortion on the arms in the screenshot, I'm pretty sure that's .msh viewer being silly.
Title: Re: OverrideTexture Compatible Units
Post by: Led on March 02, 2013, 06:50:33 AM
Nice work unit!
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 02, 2013, 07:14:16 AM
That is really nice, Unit. Thanks.
I will get it in the medic archive after morning coffee.

-edit
The distortion you are getting is from the shadow.   It isn't as well made as some of the others and pokes out of the model in places.   It also has UV's, so that's why it holds a texture instead of just being grey.  It is marked as hidden, so it won't show up in game.

-edit
The Medic is updated (with new screens for it's d/l page.)
Title: Re: OverrideTexture Compatible Units
Post by: Unit 33 on March 02, 2013, 08:36:56 AM
Quote from: tirpider on March 02, 2013, 07:14:16 AM
-edit
The distortion you are getting is from the shadow.   It isn't as well made as some of the others and pokes out of the model in places.   It also has UV's, so that's why it holds a texture instead of just being grey.  It is marked as hidden, so it won't show up in game.
Oh ok, I just presumed I had corrupted my .msh viewer in some manner, since I run it off an SD card.

If there's anything else don't hesitate to ask.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 02, 2013, 08:46:54 AM
Quote from: UNIT 33 on March 02, 2013, 08:36:56 AM
If there's anything else don't hesitate to ask.

I can't wait to get past the first run and start on varients.
Texturing talents will be in high demand at that point.  :P
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 02, 2013, 03:47:25 PM
Ok. Got those last 3 finished. (BF2 Rebel Snowtrooper, and the Rebel Snowtrooper and Rebel Soldier.)

I had somehow left out the envelope information for odd pieces in the lowres of those units.  They are fixed and tested now. (I know ya'll were losing sleep over it.)

Typical tirpider rambling under the spoiler:[spoiler]Now it is back to moving forward.  As I run across special needs units, I may take a while to finish them to build new tools especially for them. The BF2 Rebel Sniper is one of them.  It requires special .option and odf settings to get it working so it doesn't look mutated. I will try to transform the geometry so it can be used normally.  I don't know it it will be a simple scale operation or if I will need to invent some sort of inflate or a bone stretcher.... I may do the inflate anyway, I can think of a neato mod for that one....[/spoiler]
Title: Re: OverrideTexture Compatible Units
Post by: Snake on March 03, 2013, 12:52:54 PM
I just tried out the ATAT commander and for some reason his hands just float around him..
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 03, 2013, 01:02:49 PM
Quote from: Snake on March 03, 2013, 12:52:54 PM
I just tried out the ATAT commander and for some reason his hands just float around him..

I'll check it out.

-edit
Yeah.. I see it.  They aren't floating on my end, but there is certainly some hands not happening the way they are supposed to..

Thanks for reporting this, I'll have a repaired model up shortly.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 03, 2013, 03:43:35 PM
Ok, the repaired ATAT Comander is up.
_v2.1 update:
- Added -hiresshadow to the .option.  The original did not have a shadow volume.
- Put animation tags back in. Their absense caused the hands(only) to not appear, and the lowres head to droop.
   This may affect other OTC models, and I have a planned fix that isn't quite ready beyond individual patches. Looks like their will be a _v3 after all.


It seems the game pays attention to the SKL2, BLN2, ANM2, CYCL, and KFR3 tags for more than the basepose of an animation.  I have a plan for building them as they are simply a copy of the TRAN (transform) entries for the envelope nulls.  I had avoided implementing it to avoid using DrCRC.exe to generate the "Zero" CRC's used in the animation tags, but I will push forward with it since it's mission critical.

Part of the new _v3 process will be in game screenshots so I can verify to myself that I actually tested the models in game.  I don't see how I would have let this one get by.
Title: Re: OverrideTexture Compatible Units
Post by: Led on March 03, 2013, 03:46:22 PM
Quote from: tirpider on March 03, 2013, 03:43:35 PM


It seems the game pays attention to the SKL2, BLN2, ANM2, CYCL, and KFR3 tags for more than the basepose of an animation.  I have a plan for building them as they are simply a copy of the TRAN (transform) entries for the envelope nulls.  I had avoided implementing it to avoid using DrCRC.exe to generate the "Zero" CRC's used in the animation tags, but I will push forward with it since it's mission critical.


I have no idea what any of this means, but I am glad you are here with us!
Title: Re: OverrideTexture Compatible Units
Post by: Snake on March 03, 2013, 05:30:33 PM
Quote from: Buckler on March 03, 2013, 03:46:22 PM
I have no idea what any of this means, but I am glad you are here with us!

I second that.  :P
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on March 03, 2013, 06:58:30 PM
How I read it.


[spoiler]
Quote from: tirpider on March 03, 2013, 03:43:35 PM
It seems the game pays attention to the  :o,  :confused:,  :blink:,  :wacko:, and  :fish: tags for more than the :wub: of an animation.  I have a plan for building them as they are simply a copy of the  :shutup: (transform) entries for the  :bonk:.  I had avoided implementing it to avoid using  :wall: to generate the " :weilix:"  :bomb: used in the animation tags, but I will push forward with it since it's  :punk:.
[/spoiler]
Title: Re: OverrideTexture Compatible Units
Post by: Gold Man on March 03, 2013, 07:45:16 PM
Quote from: Kit Fisto on March 03, 2013, 06:58:30 PM
How I read it.


[spoiler][/spoiler]

Like everyone else, I had no clue what he said, but your interpretation of it was funny.  :rofl:

The part with the rock and roll guy at the end made me laugh. :XD:
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 03, 2013, 07:47:52 PM
hehe

I never thought I would be the guy talking about stuff no one understands.  At least I don't wear a tinfoil hat ..
well, not all the time.
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on March 03, 2013, 09:06:02 PM
Quote from: tirpider on March 03, 2013, 07:47:52 PM
hehe

I never thought I would be the guy talking about stuff no one understands.  At least I don't wear a tinfoil hat ..
well, not all the time.
Haha! Tirpider you seem like the guy who would wear tin hats by computers etc. :hehe:   ;)
Title: Re: OverrideTexture Compatible Units
Post by: RepComm on March 03, 2013, 09:28:35 PM
Guy that has a tin foil hat while "failing to surf."  XP
(below his picture incase you didn't see already)
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 03, 2013, 09:38:58 PM
I can't surf
(And neither can you...)

hehe
It's a Reverend Horton Heat (http://www.youtube.com/watch?v=rdbLuNSW5y8) song.




It looks like some of the OTC units will be having more issues (Look for missing or floating heads, hands, and such), so thanks again for your patience.  If one is an immediate need, let me know and I'll try to rush it through. I'll be working on a fix and do the _v3 patching in batch like I did with v2.

Eventually, it will all be solid.
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on March 26, 2013, 02:22:16 PM
I have just started to use these and boy can I say they are helpful! Thanks a lot Tirpider! I hope that one day you can complete your archive... :)
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on March 26, 2013, 05:21:09 PM
Groovy.
If you spot any 'unusual' activity from them, let me know and I will get on a repair.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on July 17, 2013, 06:18:23 AM
Double post for the bump (since it's been so long.)

Added the SWBF1 Super Battle Droid to the CIS section.
Download: OTC Super Battle Droid (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1017)

I tried to get the chunks to override, but the game just doesn't do it.
The unit and low1 override perfectly though.
Enjoy :)
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on July 17, 2013, 08:51:19 AM
Yay! This is still a project of yours. All of the IMPS and ALL stuff you did really came in handy when I made my skin mods.
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on July 17, 2013, 04:52:34 PM
Added GAR - Naboo Royal Palace Guard

He was half OTC and there are 2 versions of him in the SWBF1 assets. Both are visually simular but only the GAR one had a shadow. I merged the best of both and made it fully OTC.

This guy has a crazy hat.
Title: Re: OverrideTexture Compatible Units
Post by: Led on July 17, 2013, 06:43:43 PM
Quote from: tirpider on July 17, 2013, 04:52:34 PM
This guy has a crazy hat.

I hear that Unit 33 likes hats!
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on July 17, 2013, 07:11:18 PM
Tirpider, when/if you do SWBFII rep sides will they include the skirts?
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on July 17, 2013, 08:56:29 PM
QuoteCloth geometries in BF2 units will be replaced, and suitible replacements found or fabricated.

It is my intent to convert the SWBF2 units over to SWBF1 with as many features as possible. Some of the units are waiting for a suitable replacement for thier cloth pieces (Liea's dress) and other's should be fine with edited in parts from SWBF1 donors (kamas in general.)

There are wierdo pieces that may not make it, ever. Like Boba Fett's cape thing.  It will probably have to be fabricated. Once it exists, I can hack it in. 

Basically I want straight, as-is, conversions and only compromise on the pieces that are way outside the realm of possibility.

I'm still looking for a way to generate vertex normals from polygon and vertex lists. (though I'm not looking too hard) This will enable direct conversion of cloth as it is. I haven't tried guessing yet because the code makes me cry.
Title: Re: OverrideTexture Compatible Units
Post by: Kit Fisto on July 17, 2013, 09:18:06 PM
Well I'm glad you'll do them. I can't wait to make a REP mod with them.

Will the kama's look like they do in SWBFI? Or how te ggtuck's converted units look?
Title: Re: OverrideTexture Compatible Units
Post by: tirpider on July 17, 2013, 10:11:42 PM
Depends on the unit.

Some of the BF2 units have acceptable kamas in the lowres geometry and kamas have few enough points that I can weight by hand. Some I'll have to use hacked off snowtrooper kamas or the arc trooper kama (the one with the split back.)

I weigh the pro's and cons of every alteration and try to side on basic functionality first.  Aesthetics second.

I haven't paid a lot of attention to the clones so I'm not sure what all they will need till I have a proper inventory of them. I've started, but haven't finished the rep side.

In the end, I want to at least have them functionally converted with some kind of cloth and may post it with a note saying I'll improve the kama when a better solution appears, or I may sit on it.

Depends on the unit.

I remember those.  There are 2 ways to get kamas going in BF1.  I like the Imp Snowtrooper method of having a front and back. Some BF2 units (and I believe ggtuck's, I may be wrong though,) use a single piece with hard edge transparency enabled.

I try to avoid special materials unless absolutely needed. My PC and video are not the best so glitchy things happen when I use too many special material options, particularly on animated units.  So I try to minimize those glitches then worry about how pretty something is.  If my lightweight comp can handle it, then I assume most other folks with a relatively modern machine can handle it.

Those special materials are the biggest issue with using BF2 assets (other than cloth) because other than the glitches I get (that others might not,) not all the renderers are supported in BF1. Or at least not implemented the same as far as I can tell. So those have to be handled.  (I think you already ran into that with the purple on the officer's legs.)

Compromises.
Depends on the unit.
Title: Re: OverrideTexture Compatible Units
Post by: Giftheck on January 06, 2015, 12:22:26 AM
Just a quick question: before, the stock Chewbacca had a bone problem with the hip bag the model has. Because the skeleton is a little different (and I'd assume you can't use the BF2 Chewbacca skeleton in BF1) the bag stretches to the floor. Was this fixed when you made the model OTC compatible?

Also, an idea if you wanted to do the Jedi. You could use the BF1 Mace Windu or BF2 Jedi skirt with a remapped UV. You would have to adjust for Darth Maul though. I've done BJ mockups of what these might look like if you're interested.
Title: Re: OverrideTexture Compatible Units
Post by: Giftheck on May 22, 2015, 06:50:49 AM
A bit of a bump, but did you ever figure out how to finish these? I was wondering, as you can essentially export the capes on the BF2 units as 'enveloped' meshes like the BF1 caped units. Of course, there are some modifications that need to be done to get it to work IE getting the skirt printed to the right bone (I believe bone_pelvis is suitable for the skirts as dummyroot goes beneath the unit). I'm experimenting with that now.

EDIT: Doesn't quite work out as I intended as a lot of it is mapped to the bone_root. However, that's not to say it's not possible: it should be a simple matter of simply re-enveloping the skirt and adjusting the weights. However... it may be easier for certain units to either stick to BF1 versions (Snowtrooper, ARC Trooper) or to map those units with the ARC skirt (primarily for Episode III units)
Title: Re: OverrideTexture Compatible Units
Post by: i2Bros on September 03, 2016, 10:02:42 AM
Quote from: tirpider on October 25, 2012, 11:53:15 PM
OverrideTexture Compatible Units
(OTC units)

The goal of this series is to give all the playable units OverrideTexture compatability for convienience and consistancy in modding and side building.

(read more of my rambling here:)[spoiler]
A side effect is that it gives me the opportunity to address functional issues of some of the shipped assets.  Several of the models have unneeded hidden  geometries, defunct materials, stray polygons, ect.  Some I can fix, others I can't.   I will be aproaching each model with the intention of normalizing the preformance of all of them as a whole.

I will also be working on the Star Wars Battlefront II units.  The modifications I wil be making will be guided toward SWBF1 compatability.  They will still work with SWBF2 (as all SWBF1 models will, ) but added features, such as cloth, special collision chunks, and certain render types will be removed and a suitable repacement made with SWBF1 standards.

Almost all of the models will be identical in appearance and preformance to the originals.  The idea is that these can be used in place of the originals to enhance the flexibility of modding and side building.


Some of the changes to expect:

  • All units will be OverrideTexture compatible to varying degrees. (Including lowres models.)

  • Cloth geometries in BF2 units will be replaced, and suitible replacements found or fabricated.

  • Certain models will be "prepped" for ambitious hex-edits. (head swapping, ect..) I will also be saving my build environments for each. Contact me if you would like to explore one.

  • Random repairs. I'm just starting and every other msh has something that keeps it from it's full potential.
    (before 'repairing', I always try to determine if the part is intentionaly like that or if the fix will make it worse. I will always err on the side of preformance.)

  • Everything will be documented.  If you want to know what I did to a model, read the txt file included in it's archive.  If it doesn't make sense, ask me what it means, I'll be happy to explain.

I may not be able to do all of them for a variety of reasons, (Time, complexity, unavailability of cloth replacements, lack of testing capabilities,) but I will try to get to as many as I can.

As the project advances, I will be looking into the other side mshs (such as weapons, vehicles, and 1st person models) and assembling side builders for each of the sides the models are sourced from.  The animated player units should keep me busy for a while, so it will be some time before all that starts.

The recent posts won't alert you to each new unit (it was flooding the assets forum,) but I will bump this thread as milestones, such as a completed side, are reached.

v2 Update Notes:
Almost all the units had hard to detect problems. (Only one person reported it), but I resolved the issue with every unit anyway. Adding some "just-in-case" adjustments to the method used to do these OTC edits to prevent future issues.

Future units will wear the _v2 on thier archive name to indicate they have been rebuilt with the improved method, and if I need to update the method again, it will become _v3 and I'll adjust existing releases before moving forward again.

This will be very likely as I discover new methods of geometry conversion. But the OverrideTexture part will probably always be the hardest and a "by hand" process.

_v2 changes:
- reindexed MNDX fields. (it should import via ZETools now.)
- removed faulted animation tags (my fault from an error in an earlier program, not Pandemic's)
- normalized all weights
- rebuilt, the rebuilt triangle lists, and padded as needed.
- re-calculated padding on string values.

[/spoiler]

The unit downloads can be found under the spoilers in the next section, and in the OTC Units (http://www.swbfgamers.com/index.php?action=downloads;cat=26) area in the downloads section of this site.



The Units

ALL - Rebel Alliance (23 of 27)(the last 4 are on hold)
[spoiler]
SWBF 1 units
unit  status - notes
- Luke Skywalker(Jedi)_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=822)
- Rebel Marksperson_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=838)
- Rebel Marksperson (snow gear)     (use Rebel Marksperson (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=838) with OverrideTexture = "All_Inf_marksman_snow.tga" in it's ODF.)
- Rebel Pilot_v2                    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=825)
- Rebel Snowtrooper_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=840)
- Rebel Soldier_v2                  d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=835)
- Rebel Fleet Trooper_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=817)
- Rebel Medic_v2.1                  d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=819) Updated Skin (Thanks, Unit 33!)
- Wookiee_v2                        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=862)

SWBF 2 units
unit  status - notes
- Bothan Spy_v2                     d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=841)
- Chewbacca_v2                      d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=842)
- Han Solo(Smuggler)_v2             d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=854)
- Han Solo(Stormtrooper)_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=855)
- Luke Skywalker(Jedi)_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=824)
- Luke Skywalker(Pilot)_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=844)
- Luke Skywalker(Stormtrooper)_v2   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=856)
- Luke Skywalker(Tatooine)_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=832)
- Princess Leia                     not yet - she needs a proper skirt
- Rebel Engineer_v2                 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=843)
- Rebel Marksperson                 not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Marksperson (snow gear)     not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Pilot_v2                    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=830)
- Rebel Snowtrooper_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=845)
- Rebel Soldier                     Stock Unit is OTC with no need to edit.
- Rebel Vanguard                    Stock Unit is OTC with no need to edit.
- Tantive IV Trooper_v2             d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=846)
- Wookiee                           not yet - testing dreadlock solutions
[/spoiler]

CIS - Confederacy of Independent Systems (5 of 14)
[spoiler]
SWBF 1 units
unit  status - notes
- Battle Droid_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=826)
- Count Dooku_v2        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=861)
- IG-88                 not yet - CodaRez fixed this one up better than I think I can.  I'll still work on it, but later rather than sooner.
GT link :*Improved* Stock IG-88 (http://gametoast.com/forums/viewtopic.php?f=64&t=24093&hilit=ig88)
- Super Battle Droid    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1017)
- Droideka              not yet

SWBF 2 units
unit  status - notes
- Battle Droid          Stock Unit is OTC with no need to edit.
- Count Dooku           not yet
- Darth Maul            not yet
- Darth Sidious         not yet
- Droideka              not yet
- General Grevious      not yet
- Jango Fett_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=796)
- Magnaguard            not yet
- Super Battle Droid    not yet
[/spoiler]

EWK - Ewoks (0 of 2)
[spoiler]
SWBF 1 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet

SWBF 2 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet
[/spoiler]

DES - Jawa and Tuskens (1 of 2)
[spoiler]
SWBF1 & SWBF2 units are identical
unit  status - notes
- Jawa             not yet
- Tusken Raider_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=814)
[/spoiler]

GAR - Naboo Royal Palace Guards (1 of ?)
[spoiler]
SWBF 1 units
unit  status - notes
- Naboo Royal Palace Guard   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1018)

SWBF 2 units
not yet
[/spoiler]

IMP - The Galactic Empire (24 of 24) (revising 1)
[spoiler]
SWBF 1 units
unit  status - notes
- AT-AT Commander_v2.1    d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=785)
- AT-AT Pilot_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=779)
- AT-ST Pilot_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=771)
- Darktrooper_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=774)
- Darth Vader_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=800)
- Imperial Pilot_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=776)
- Imperial Scout_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=772)
- Imperial Snowtrooper_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=775)
- Shocktrooper_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=769)
- Stormtrooper_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=767)

SWBF 2 units
unit  status - notes
- AT-AT Commander_v2        d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=790)
- AT-AT Pilot_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=809)
- AT-ST Pilot_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=788)
- Boba Fett_v2              d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=794)
- Darktrooper_v2            d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=812)
- Darth Sidious_v2          d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=795)
- Darth Vader_v2 (revising) d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=818)
- Death Star Gunner_v2      d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=787)
- Imperial Officer_v2       d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=786)
- Imperial Pilot_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=813)
- Imperial Scout_v2         d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=820)
- Imperial Snowtrooper_v2   d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=807)
- Shocktrooper_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=821)
- Stormtrooper_v2           d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=791)
[/spoiler]

REP - The Republic Army (1 of ?)
[spoiler]
SWBF1 units
-
SWBF2 units
unit  status - notes
- Ki-Adi-Mundi_v2 d/l ready (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=831)
[/spoiler]


I've yet to catalog/start the following sides.
[spoiler]
GAM - Gammorean Guards
GEO - Geonosians
GUN - Gungans
JED - Jedi
SNW - Wampa
WOK - Wookiees
[/spoiler]

Tools Used in these edits:
[spoiler]

  • 3D Object Converter 5.0(unregistered) (3D model viewer/converter)
  • AEdiX v3.0.5 (text editor)
  • OpenOffice.org Calc v3.4.1 (spreadsheet)
  • XVI32 v2.52 (hex editor)
  • AutoIT v3.3.8.1 (scripting language)
  • My MSH tools built with AutoIT (TagSizeValidator.exe, MSH2chunks.exe, chunk2MSH.exe, SWBF_MSH_INFO.exe, and now SchMEe.exe)
I went through a lot of tools to find that the above suited my process (and budget) best.
Their features either supported my skills or compensated for my ignorance.
[/spoiler]


If you would like me to jump ahead to a specific unit, let me know. I have no set order to do these in.

Treat these models in the same way you would the stock models as far as crediting and usage is concerned. It's all Pandemic's work, I'm just hilighting things and adding the OverrideTexture to them..
_
tirpider@yahoo.com
Visit http://www.swbfgamers.com/

hi tirpider, how do you make a msh overridetexture compatible?
Title: Re: OverrideTexture Compatible Units
Post by: Giftheck on September 03, 2016, 10:41:53 AM
Quote from: i2Bros on September 03, 2016, 10:02:42 AM
hi tirpider, how do you make a msh overridetexture compatible?

You usually have to have XSI to do it. You'd import your MSH file and rename the primary mesh you want to have an interchangeable texture as "override_texture". If your unit has two meshes and two textures, you'd name the second mesh as "override_texture2". Then you'd export it. Your .option file for the mesh MUST have the following line to work though:

-keepmaterial override_texture override_texture2

(the latter only if you have a mesh called override_texture2)
Title: Re: OverrideTexture Compatible Units
Post by: i2Bros on September 03, 2016, 11:03:25 AM
It would be so cool to do this by my own, but my softmunge doesn't work quite well or I'm not able to use it very much. :(
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