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Topics - Calrissian97

#1
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:
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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

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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Outdated Download: http://www.mediafire.com/file/9a5l85e5nrn2oxe/FA-_Death_Troopers.zip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
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KOTOR Conversion
Cassus Fett: [spoiler][/spoiler]

Download: http://www.mediafire.com/file/06l71ur2iqzctmw/Kotor_Cassus_Fett.zip
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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
#2
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!
#3
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
#4
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