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#1
SWBF1 Modding / Re: No spawnpoints, yet I set them?
February 12, 2017, 12:59:53 PM
The 20 second timer countdown is exactly what I'm getting, I'll make sure I did everything you said. Thanks!
#2
SWBF1 Modding / No spawnpoints, yet I set them?
February 12, 2017, 11:30:59 AM
As I am starting my endeavors as a modder, I think I finally got everything set up :tu:

In zeroeditor I imported the .ter from kashyyyk to use as a base to modify to my liking. After doing so, and deleting the foliage patterns and default spawns, I set up new spawns whilst making sure to follow instructions to the letter. After cleaning, munging, and importing to the game, I find there are no spawnpoints showing up.  :rant:

Anybody got some ideas or an "ask the noob these questions first" checklist?
#3
SWBF1 Modding / Re: mod tools and windows 10?
January 05, 2017, 12:09:55 PM
Yes, I have the 64 bit munging.

The only map I can view is the shipped addons Jabba's palace (DataTat3) since it's already set up as a project.

I suppose I should only start asking questions once I have everything on my new pc (gtx 1070 graphics card, windows 10 anniversary).

Also, the version of SWBFI I'm using came in a standalone CD case, not part of a collection. The disc came with the jabba's palace addon. I think this means I don't have the best of pc edition, but I'm not sure which one I have, and if there are patches to be installed for anything. Got it for $2 at a local staples a few years ago, a $2 very well spent!

I'll bet I've already seen the information in my many hours of lurking, but have forgotten. Thanks for the help and thanks in advance!
#4
SWBF1 Modding / mod tools and windows 10?
January 04, 2017, 07:41:52 PM
I'm running windows 10 anniversary on at least one pc. Does anyone know if this os will put any of the mod tools on the fritz? Should I be running them in compatibility mode, or using some other means of making them compatible?

I'm mildly uncertain about whether I have everything set up right, I've followed all the tuts I can find around here on such things. (I don't know if things aren't working right, or if it merely is that I'm not attuned to the software)
EG: I followed led's tut on modding a stock world. Upon opening zeroeditor, I am greeted with a gray screen, no world to see. I can however load the tat003 map just fine.
#5
Thanks for all the help Ginev!  :tu:

I should mention: whilst poking around SWBFviewer, I found its export as .wrl function, which (after more poking found) Blender can import this format with uv maps and applied textures (only in blender internal though, a tad more effort for cycles).
#6
Ah, I see. Thanks again for the info! :tu: Now I'm off to (attempt to) make my first map now... *insert scoffs*
#7
Quote from: Gistech on December 20, 2016, 03:40:32 PM
As a rule of thumb, I go by the following:

-Soldier units (you'll have the most of these on the field): up to 2000 polys.
-Other units (Sniper, Engineer, Assault, Special etc): up to 2500.
-Heroes: Up to 3000.
-Vehicles: This isn't as restrictive. My SWBFIII AT-AT conversion is 14000+ polys.

Be aware that SWBF1 is not optimized very well for PCs. Even lower-end poly models will cause flipouts to low-res models if there are too many of them on the map at once. Nobody has been able to, or even been willing to (aside from myself, but that's where my ability ends - with willing) try and increase the model memory for the PC version.

Awesome! Thanks, I'll keep those in mind.

Now when you say increasing model memory has been something only you're willing to do, but unable, I assume I should leave that for you more experienced people while I try to figure out XSI's wizardry and such.
#8
Quote from: Led on December 19, 2016, 03:12:10 PM
also make sure RLE compression is OFF

AHA! THAT'S what I had forgotten! :slap: I'll have to see if that was my only problem.

Quote from: Ginev on December 19, 2016, 03:02:45 PM
Here are my questions:

Do you know how to create 3d models?
Did you apply the texture tga to the model?
Before import to XSI did you put your model with the tga textures in one folder?

better check my tutorials on Youtube:



I am working with Wings 3d for creating my models,then Gimp for the textures and finally XSI 7.5 Demo+ZETOOLS to convert my model to msh.

I exported a simple obj from blender, all faces triangulated, and no duplicate vertices. The model is uv-mapped. My only concern is that it's generating a separate .mtl file; something I did not see present in your tutorials when exported from Wings3D. However XSI IS importing the material, so I would assume the issue is with my texture.tga. In XSI I have texture decal set instead of wireframe. I have kept everything on my desktop for quick testing, so that may also be an issue. I'll try making it its own folder. I am using Blender for modelling, since that's what I'm more familiar with.

EDIT: After some research (and disabling RLE and giving it its own folder) I found that blender's cycles engine has issues exporting the textures with the models. That seemed to be my main issue. Either way, I got textures working.  :cheer:

Thanks all! :cheers: Now to figure out how to export an .msh as an .obj.
#9
What settings are required for the .tga? I'm using gimp, and no textures show up when I import them into XSI, just the materials.
#10
I was curious as to what's the general limit I should stick to whilst modelling characters for SWBF1. The average seems to be ~1800, with the droideka topping off at ~2800. Does anybody know effects (if any) exceeding a 3k tri count would cause? EG: extreme difficulty munging, or slowing down the game itself, or just depending on the computer.

I suppose my main question is how many tris have you other modellers gotten away with?

In other news, once I've imported an msh, if i select something, xsi crashes. Any ideas there?
#11
Welcome Center / Re: hi everyone
December 07, 2016, 10:40:06 AM
Welcome!
#12
Good job! May the Empir- I mean uh swbf citizens be at peace
#13
General / Re: SWBFgamers.com fun facts November 2016
December 06, 2016, 08:30:38 PM
On another forum I was on, I was third highest poster with some 3.8k posts, all done in 1.5 years
#14
So I've done a few minutes worth of messing around and editing this thread accordingly, and narrowed it down to using the selection tool to make the blue box [of death]. I don't think I missed anything in all the setup threads and videos, but no doubt I did. :shrug:
#15
Welcome Center / Re: Well, I'm new! Howdy!
October 27, 2016, 01:07:28 PM
And my internet promptly died, it's all fixed now! I'll be back to reading and such.