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Messages - Unit 33

#16
Quote from: wsa30h on March 10, 2024, 10:47:36 AMi have been looking for someone to make tcw style animation rebels. poly count wouldnt matter in that case.
well you're in luck!

the older GoH models are a lot more stylised and closely resembly the TCW / Rebels style.
They're usually above 4000 polys, but can usually be reduced quite easily

They're avaialbe here:
https://groinkick.freeforums.net/thread/86/star-wars-galaxy-heroes

Teancum has ported a number of the more recent models to SWBF2, but not too many of these older stylised ones.
It takes some doing to rig them for SWBF and export them as mshs, which is why I tried kitbashing first.
#17
Quote from: wsa30h on March 10, 2024, 05:04:49 AMunit 33 is that a tcw clone head ?
it's the head and chest from a Rebel Pathfinder kitbashed onto Luke. The model came from 'Galaxy of Heroes'.


I spent a good amount of time getting it down to 1397 triangles and making the UVs as efficient as possible (quite fun actually) and then it broke in game.
Something to do with the armatures probably.
I haven't finished the texture, and probably won't bother unless I can figure out what went wrong.

I've been lazily joining new bits of msh to create the desired effect. Sometimes it works, sometimes it doesn't.

Here's the assets if anyone fancies a look:
https://mega.nz/file/ga8WhD7S#wbpYFW50kqG-Qp7rbOVyK-p1-J8hF41Kg0SYsuKL9GM
I've been using SK's blender addon.
#18
Requests / Re: Dead links all over the site?
March 09, 2024, 11:13:14 AM
When the site moved to a new host it caused a number of links to break.

If you can share which downloads aren't working we can see if we can fix it on our end.
#19
thanks guys!

nearly got this kitbash working and it went very wonky in-game.
I even managed to get all the UV onto a singular 512x512 targa (which took a good while)!

I'm going try some more SchMEe. Not sure how to introduce 'new' msh objects for the purposes of kitbashing in SchMEe, but I'm sure it's written down somewhere.
#20
baby's first kitbash

thanks to TY for figuring out my error

I like the less 'uniform' rebels we've seen in SW media since Rogue One and the first EA Battlefront.
I'm hoping to throw together a few similar kitbashes that give stock Rebel models a few new heads.

#21
Released Maps and Mods / Stock Unit UV Maps
March 05, 2024, 02:50:27 AM
Stock Unit UV Maps

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1655

A useful reference material for those who are interested in retexturing models and aren't savvy with 3D tools.

There may be some triangles out of place, but these maps are good enough for reference.


Credits:

Sleepkiller: SWBF .msh Blender Tool
Unit 33: UV Exports

#22
Hey Sam,

Here you go:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1654

It's been a while since I threw a side mod together. It all came back to me like riding a bike.

I think I must have made a few for penguin back in the day, he always had requests.

Some pics:









#24
Interesting post from reddit about 64bit:

Maybe it's just the poster's hype boiling over, but the speculation is interesting. I'm sure folk here might have some insight.

QuoteAlthough one thing I haven't seen anybody really talking about is the 64 bit requirement.
On surface level this means pretty much nothing to anyone because we've oddly enough been running 64 bit Operating systems since 2005 when battlefront 2 came out. However, both games were developed with 32 bit systems in mind thus limiting them to 4gb of ram with out stability hangups.
If you check out the Steam page. You can see that the minimum requirements state that a 64 bit operating system is required. Assuming that this wasn't written in error, it would imply that there has been an upgrade to the games engine. This upgrade would enable a plethora of things but I think the key takeaways are as follows:
Better stability
• Ability to add MORE MODS
HIGHER QUALITY mods
Potential mod.io support as per the EULA also mentioned on the steam page 
#25
Quote from: jonjonshell21 on February 25, 2024, 02:19:39 AMOh ok I am just making sure that you are aware of it because a lot of people are concern about mod support for Star Wars Battlefront Classic Collection. Also will this mod support Star Wars Battlefront Classic Collection and if so, how would that work?
no one knows for sure about mod support until the collection is out or Aspyr tells us something.
#26
Hey Sam, did the mod replace ever class with a Commando, or just one of the classes?
I think I remember that one from Filefront.

In more recent times Sereja ported / modelled the Commandos as a usable asset so it wouldn't be so hard to remake the side mod.
#27
Welcome Center / Re: SWBF Returns
February 23, 2024, 05:17:14 AM
welcome back cobra!

It's an exciting time and I'm very much looking forward to seeing busy servers again

see you on the battlefront!
#28
Quote from: hellish hellbird on February 21, 2024, 10:31:53 AMi only really wanna know if theyll update the previous steam versions or we have to buy it again lol
On Steam it is being sold as a single combined game. So I don't believe it's replacing the originals.

There's a 10-20% discount for owners of the originals.
#29
the pc release is a surprise to be sure, but a welcome one!

I can only presume that 50GB is something to do with the changes like 64 player games?
Seems a lot though!

it will be so nice to see filled up servers again after all these years...
#30
Quote from: Isaac1138 on February 12, 2024, 06:55:10 PMSorry about that. Reuploaded. I made some changes. Will finally make it fully functional with fixing pathing and local spawns.
most appreciated Isaac!
Do you mind if it was mirrored on this site?