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Messages - Cdt Fox

#1
Released Assets / Re: TFU Proto-Stormtrooper
November 24, 2018, 11:03:48 AM
Nicely done  :cheers:

It makes me think that I've made a stormie kitbash not so long ago, https://www.moddb.com/mods/cdt-foxs-ultimate-republic-side-mod/images/new-stormtrooper-model-completed#imagebox, your 501st texture will do a fine addition to my collection :D
#2
SWBF1 Modding / Re: Map objects are black
August 22, 2018, 05:41:39 AM
I had his issue.

Firstly check if the textures need an alpha channel, othrwise you would have to re export the texture and the material with XSI.
#3
Quote from: SleepKiller on March 08, 2018, 04:23:12 PM
Unfortunately the specular exponent (or decay) has to be fixed, because despite SWBF exposing such a parameter to artists I could never find where or how is was being passed in to the shader.

Hum, of course I can play with the specular decay within XSI etc. However most of the time I create an alpha channel within my diffuse texture and this is were I setup the intensity of the light/brightness (the brighter the texture contained in the alpha channel is, the brighter the surface will get ingame). - I find that method much more effective than playing with the decay tbh.
I don't know how Battlefront Evolved dev team setup their brightness, with decay? Or with an alpha channel?

Here are 3 players models with various specular decay applied on:

4 - the specular decay used by the DarkTrooper mesh both in Swbf1 & 2
50 - stock specular decay for most models created by Pandemic
100 - specular decay used for bigmodel/hugemodel by Pandemic like the frigates and cruisers's parts in space. I could be wrong thought. It's either 50 or 100 so.

http://www.mediafire.com/file/k46n8g9x9ggme86/Sleepkiller+phase+1+Clone+Trooper.rar

I also included a texture with an alpha channel, if you want to try, just replace rep_inf_trooper.tga. I'd be more than happy to provide various textures (darker or brighter) to see if the specular map has a real impact on the intensity.
#4
So here is a quick feedback. I tried with Battlefront Evolved and it erase the droideka shield completely. Secondly the phase 1 clone troopers are way more shiny than expected. -I know that the devs used specular for these models.

Other than that I've seen a few feedback on SWBF3 Legacy's Discord.
#5
SWBF1 Modding / Re: How can I solve this problem?
March 05, 2018, 09:13:42 AM
You mean you have modded? Because this model is made/ported by El_Fabricio.

Regarding your issue, I remember EL_Fabricio saying the model would be too high poly for swbf 1. To me, It looks like the game only loads the lowrez mesh.

You can reduce the polycount if you want. Or perhaps it has already been reduced by Gistech for his Legacy mod, don't know.
#6
Released Assets / Re: Cal's Corner (RAW Assets)
March 01, 2018, 09:23:18 AM
Man you could have asked me the death trooper mesh to simply edit the materials. It would have saved a lot of time  :)

http://www.moddb.com/mods/cdt-foxs-ultimate-republic-side-mod/images/death-trooper#imagebox

Also on a side note, is the model from Pinball Fx2 or Force Arena? I originally thought that it was from Force Arena but then Barlex corrected me saying it was the one from Pinball. See the picture's comment.

==EDIT==
Why would you need a custom skeleton? When i ported mine I had no issue, and no need of a custom pose.
#7
3D-Modeling, Animation and Texturing / Re: Rendertype 28
December 06, 2017, 10:17:38 PM
If you want, I might write a little tutorial next week about Normal mapping in swbfs. I'll explain why, in my opinion, it's a lot better than bump map or specular map.

Also make sure that you have your in-game lightning setting on "High". Otherwise you won't see the normal mapping while playing.  Your map requires a directional light too.
#8
3D-Modeling, Animation and Texturing / Re: Rendertype 28
December 06, 2017, 12:42:43 PM
Rendertype 27 is the default one for Normal maps to render. 28 is used if the normal map also has a specular map inside it's Alpha channel (easy to do with gimp). Usually, when only a Specular map is used (no bump or normal; btw normal and bump use 27 (28) as the same rendertype, just depends on your texture) THEN the rendertype was only 4. So 28 is just a mix between 27 and 4. You only need to put the specular into the normal map's alpha channel to have the different layers (dark and bright) of specular seen in game. If you only use normal/bump maps then just stick to 27.

To Normal map a texture you have an addon to download for gimp 2.8. Works like a charm.

I think 28 is quite nice on weapons meshes, however it's not recommended for player models. I'm using 27 for them.

Here are some shots of my old weapons port from Dice's first battlefront with render type 28:

[spoiler]
[/spoiler]

My DLT-19 model (swbf 3 dc-15x scope-less)

[spoiler][/spoiler]
#9
Quote from: Gistech on December 01, 2017, 12:08:21 PM
Looking pretty good there! And yeah, the gunship did look like it was missing something.

But actually it feels a little bit weird, Free Radical designed the model without these laser turrets. I would love to remove them but i don't know by what i can replace them. I tried heavy weapons for the main blasters, other proton missiles/torpedoes and still not. The rebel side is loosing most of the time.

Or maybe by default they loose? It will certainly remain that way until i find a fix. I'm open if anyone has ideas.  :)
#10
Thx :)
Here is the baby; fully operational. I was forced to add these beams-laser balls from the Republic Gunship due to balancing issues. They are from Free Radical's LAAT/i. I'll try to find a way and remove them. Space balance isn't that easy.

[spoiler]
[/spoiler]
#11
Here is a shot of my current last port:

[spoiler][/spoiler]

It has almost 60k triangles;

It is coming along nicely, it will be introduced for Battlefront Ultimate Commander.
#12
SWBF1 Modding / Re: Star Wars Battlefront Legacy
November 30, 2017, 11:11:51 AM
Would the swbf 3 Boba mesh too high poly for swbf 1? The_legend has ported it. Would match with the other improved model, the stock model is a little bit out of place in my opinion.

#13
Requests / Re: DP-23 model request
November 17, 2017, 12:16:39 PM
Here ya go  :D

https://docs.google.com/file/d/0B45mDQu-SR34LXgzc2k5ZHBYN0k/edit

Be sure to credit RogueKnight and Deviss.

Original topic here: http://www.gametoast.com/viewtopic.php?f=64&t=21107
#14
Welcome Center / Re: Hi there BFII Community!
September 25, 2017, 10:45:12 AM
Hey! Welcome man  :D

If i have time i'll help you, also i saw your pm on moddb, i'll reply back soon  ;)