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Messages - Calrissian97

#1
Released Assets / Re: Cal's Corner (RAW Assets)
March 29, 2018, 09:37:45 AM
Sure, I think I'm going to update them anyways since their envelope might be off a bit.
EDIT: Updated! No baspose needed!  :D
#2
Released Assets / Re: Cal's Corner (RAW Assets)
March 11, 2018, 04:29:18 AM
Quote from: ETW_Modder on March 10, 2018, 05:14:17 PM
Those Dark Troopers look really nice!

Is the Cassus Fett conversion available for download yet?

I just now put it up!
#3
Released Assets / Re: Cal's Corner (RAW Assets)
March 01, 2018, 10:48:47 AM
Quote from: Cdt Fox on 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.

I do believe your model is different. I think its from the pinball game, but make sure you find out and credit its producing studio. I think the visors are different. The visor for the FA model is all-in-one, while the one in the Pinball game seems to be more separate. That said, they are very similar. I don't regret any of the time I spent on this, regardless. Working in XSI is almost therapeutic for me, and I find it very relaxing. Mine need custom baseposes because they're scaled slightly taller and wider than normal troopers. I had issues with the arms specifically if I didn't use a custom skelly. At the very least, people now have public access to several variations of the Death Trooper now.
#4
Released Assets / Cal's Corner (RAW Assets)
February 28, 2018, 05:38:38 PM
Welcome!
So I think it's about time I start posting some of my work thus far. I will be updating this page indefinitely as I continue modeling. I'm proud to be a part of this community, and I'm happy to be able to give back.  :happy:
+---------------------------------------------------------------------------------------------------------+

First I've got some assets from a mod I was leading, A New Frontier! (https://www.moddb.com/mods/star-wars-a-new-frontier)
This package contains most of the models we used for ANF in 1.0. I look forward to seeing new mods with these!
A New Frontier Assets Package 1.0

Download: http://www.mediafire.com/file/r0ge6w60i3rm4x5/A_New_Frontier_Assets_Pack_1.0.exe/file

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here I've got some converted Death Trooper models from Star Wars: Force Arena! Anyone who uses these models should credit me and NetMarble for their work. I've included three variations:

Standard Death Trooper (imp_inf_DT): [spoiler][/spoiler]

Death Trooper Squad Leader- without pauldron (imp_inf_DT_SL_woP): [spoiler][/spoiler]

Death Trooper Squad Leader- with pauldron (imp_inf_DT_SL_wP): [spoiler][/spoiler]

Outdated Download: http://www.mediafire.com/file/9a5l85e5nrn2oxe/FA-_Death_Troopers.zip

Note:
All units use a glow texture for their visor and helmet as well as normal and specular maps. All units also use a custom skeleton that you will need to call in your odf, as described in the Readme. If you find any bugs, please PM me and I will address them immediately. And of course, enjoy!  :cheers:

UPDATE: Deathtrooper Pack v1.1 -3/29/18

Changelog:
*No more skelly! The models have been re-enveloped and no longer need a custom skeleton.
*Added the Deathtrooper rifle (E11-D)!
*Added the Thermal Imploder effect!

In-game screenies:
Trooper and effect:
[spoiler][/spoiler]

[spoiler][/spoiler]

Trooper and E11-D:
[spoiler][/spoiler]

[spoiler][/spoiler]

[spoiler][/spoiler]

Latest Download: http://www.mediafire.com/file/z1oksb31662b6a9/DeathTrooper_v1.1.exe
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

KOTOR Conversion
Cassus Fett: [spoiler][/spoiler]

Download: http://www.mediafire.com/file/06l71ur2iqzctmw/Kotor_Cassus_Fett.zip
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Millenium Falcon Prop
Comes in two pieces with 2048 textures :)


Top: [spoiler][/spoiler]
Side: [spoiler][/spoiler]
Back: [spoiler][/spoiler]

Download: http://www.mediafire.com/file/fydtyt0f3raja70/HD_Falcon_Prop.exe
#5
3D-Modeling, Animation and Texturing / Turret Problems
January 19, 2018, 02:17:48 PM
So I'm making a turret outside a capital ship and for some reason when I'm aiming directly ahead it's sticking almost straight up?
Screenie: [spoiler][/spoiler]

Fragme's Tutorial is too vague without the images, and there aren't any other detailed tutorials on modeling turrets.
Here is how it looks in XSI: [spoiler][/spoiler]

The hierarchy: [spoiler][/spoiler]

And then here's the odf: [GameObjectClass]
ClassLabel              = "armedbuilding"
GeometryName            = "for_ship_left_turret.msh"

[Properties]

Pilottype               = "remote"
BUILDINGSECTION         = "BODY"

MapTexture              = "turret_icon"
IconTexture             = "HUD_all_lascannon_icon"

MapScale                = "0.0"
HealthTexture           = "HUD_kam_turret_icon"

GeometryName            = "for_ship_left_turret"
ExplosionName           = "all_bldg_moncal_roundturret_exp"
DestroyedGeometryName   = "all_bldg_moncal_roundturret_chunk1"

MaxHealth               = "2500.0"
RespawnTime = "120"

BUILDINGSECTION         = "TURRET1"

Pilottype               = "remote"

TurretNodeName          = "turret_body"

PitchLimits             = "-180 180"
YawLimits               = "-5 90"

TrackCenter   = "3.0 -54.0 343.0" //x y z

PitchTurnFactor         = "0.0"

//FirstPerson           = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV          = "65"
WeaponName              = "all_weap_moncal_roundturret"
WeaponAmmo              = "0"

MaxTurnSpeed            = "90.8"
MaxPitchSpeed           = "90.8"
PitchRate               = "90.0"
TurnRate                = "90.5"
PCMaxPitchSpeed         = "90.0"
PCMaxTurnSpeed          = "90.0"   


TURRETSECTION           = "TURRET1"

AimerNodeName           = "hp_aimer"
AimerPitchLimits         = "-5 75"
AimerYawLimits           = "-5 75"

BarrelNodeName          = "barrel_body"
BarrelRecoil            = "0.5"
FirePointName           = "hp_fire"

//Sound
TurretYawSound         = "turret_whir_yaw_lp"
TurretYawSoundPitch    = "0.7"
TurretPitchSound       = "turret_whir_pitch_lp"
TurretPitchSoundPitch  = "0.7"
TurretAmbientSound     = ""
TurretActivateSound    = "vehicle_equip"
TurretDeactivateSound  = "vehicle_equip"
TurretStartSound       = ""
TurretStopSound        = ""

FoleyFXGroup           = "metal_foley"


Any help would be greatly appreciated!
#6
Yeah search basepose on gt. I read a tutorial under the modeling section that taught me.
#7
What you want to do is export a basepose.msh.
You simply key frames 0 and 1 in the animation editor, make sure you're on 0, hide the mesh and just leave the bones visible. Export it, and then place it in your Animations folder. There should be a template folder that you'll place the basepose.msh in. Edit the munge.bat to edit the name of the zafbin and it's location. Munge, and then in your odf list the SkeletonName = "name_of_zafbin"
It will use the standard human animations, but will adopt your bone positions. That said, the only true 100% way would be to make custom animations, but this usually does the trick well enough.
#8
Released Assets / Re: i2Bros' First Order Assets
December 31, 2017, 04:33:48 PM
Our Heroine is caped! Now this is far from perfect, but I've dedicated as much time as I could to it. Unfortunately I couldn't use her cape, and instead had to fashion one from Darth Vader's. There was something wrong with the way it was made and ZeroEngine wasn't recognizing the proper boundaries of the cloth, which resulted in it flying into the terrain. That said, my cape gets the job done. If anyone wants to finish it from here, be my guest. The only things that really need work are the texture and possibly collision or fixed points.

Download: https://drive.google.com/file/d/1mTStPFzarDrWZcTC6usiHltI3ADBFKn7/view?usp=sharing

If you need anything else, let me know and I'll see what I can do.  :D
#9
Released Assets / Re: i2Bros' First Order Assets
December 30, 2017, 08:05:25 PM
Quote from: i2Bros on December 29, 2017, 03:15:03 PM
It would be nice if someone helped me with making Phasma's cape. My attempts in making cloths failed miserably, I can't set correct collisions. When I tried putting it in game basically there was a huge ginormous cape floating above the models... it was ridiculous xD
I'm making one. Might be done by tomorrow.
#10
Released Assets / Re: i2Bros' First Order Assets
December 23, 2017, 02:51:20 PM
Quote from: Commander Cody on December 23, 2017, 09:17:55 AM
These are some great models you've got there  :o
Is the Resistance getting some love too?  ;)
Awesome models!
Wondering the same thing though, not a lot of Resistance models available right now.
#11
SWBF2 Modding / Re: Floating issues never go away!
December 21, 2017, 12:35:00 PM
Ok so, you only need to load a single extraweapons.hud file per game. So long as one side has a hud file, it'll load. It should also be noted that the weapons in the hud file DO NOT have to be exclusive to that side. For example, you can have a CIS weapon loaded in the hud file that is in the REP side and it'll work. By loading the hud file in BOTH, you're loading in the positions twice which causes the textures to load twice. However, only one hud position can be used. This results in only one hud position, two textures, and only one texture can fit in a single position. Therefore, the extra is loaded in the standard position hanging off the middle of the screen. To put it shortly, remove the hud file and the com_inv_mesh from your CIS side and load everything from the REP side. Or vice versa. Just copy the contents of one into the other if you already made one for the other team. Just one is needed. Does that help?

P.S.
I've attatched the hud file from my custom rep side. As you can see in it, I'm loading imperial and cis weapons in it and it works perfectly!
#12
SWBF2 Modding / Re: Floating issues never go away!
December 21, 2017, 12:06:50 AM
QuoteI have found a fix, but it involved deleting cis custom weapon icons... why does that even effect it in the first place?

This is because you only need to load the extraweapons.hud to one side at a time. Once is enough to load all textures and positions.
#13
SWBF2 Modding / Naboo: Mountain City WIP
December 16, 2017, 03:25:35 PM
Details:
This map serves as a preview for my full project planned to release next year. Even though it's just a pre-alpha demo, it's been heavily polished. I've pretty much done all I can with it, so now I'm moving on to make the full project as a separate map and just port any assets I can from this one. Even though this is my first map and isn't anything stellar, I thought someone might enjoy playing it. Many things will be changed in the final build (NO ELEVATORS) and should look and feel much better. I also plan on integrating some assets from FragMe!'s map "Naboo Sewers" and making it fully ground to space as well. I'm keeping an open mind, and would be happy to hear any suggestions. This map is for BF II only.


Screenshots:
[spoiler][/spoiler]

[spoiler][/spoiler]

[spoiler][/spoiler]

[spoiler]
[/spoiler]

[spoiler]
[/spoiler]

[spoiler]
[/spoiler]

[spoiler][/spoiler]


Download:
Here is a direct download link to the map, which includes a readme with a description and credits: https://drive.google.com/file/d/1ksI3d0wl3J_tWCCJKR86yxTQrQMcW1zQ/view?usp=sharing
#14
Welcome Center / Heyo!
December 12, 2017, 05:37:03 PM
Thought I'd introduce myself on here since I haven't gotten around to it yet! I'm a 20 year old computer engineering student at the University of Kentucky. I've been playing the BF games since I was old enough to play video games. BF 2 is one of my all time favorite video games. This is why I've starting modding in order to get a little experience in my field of study while also having fun! I'm also on Gametoast btw. I'm excited to join this community!  :D
#15
Reinstalled BF just to play this map... 100% WORTH IT!!!
I feel like this map more accurately captures Theed and implements it into a working video game environment better than what EA did with Battlefront II 2017. I think he captured the aesthetic perfectly. Right down to the parked Bongo!  :P
By the way, that building with the holograms and landing platform behind the palace is by far my favorite spot! Its just so beautiful! Would love to see a BF II conversion for this map. Would definitely be worth it!