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Messages - Okwals97

#16
Requests / Re: Hex-editing model addons?
May 29, 2020, 07:28:46 AM
Thanks a lot, I'll try this method.  :) Actually, I came across this tutorial, but I assumed that we can't get that tool anymore.
#17
Requests / Hex-editing model addons?
May 27, 2020, 03:47:51 AM
Hello, I wanted to ask if there are any (noob-friendly) tutorials on hex-editing addon meshes (like a jetpack) onto character models. I tried to follow DEVISS's tutorial, but without any luck (probably largely due to the fact that I didn't have the assets he referred to in his tutorial).
Alternatively, could anyone hex-edit phase 1 jetpack and AT-AT Pilot's torso panel onto Giftheck's TFU Wii Stormtrooper model ( http://www.swbfgamers.com/index.php?topic=12517.0 )?
Thanks in advance  :tu:
#18
Thanks for your replies, People! :happy:
EDIT: Also, thanks for the clarification, Giftheck. :tu: It's good to know how that matter with Shaymin turned out. His video with his initial thoughts about the whole thing was really worrying.
#19
Thank you for the reply. It seems that the situation is pretty murky as of now. Sure, Disney can do anything they want with our mods, but when it comes to assets from games such as The Force Unleashed, we have the EULA which seems to somehow allow to use them (I think). With SWBF3 I (and I guess the majority of modders) assumed that it's okay to use these and suddenly I'm not so certain about it. Maybe I'm being slightly paranoid here, but I'm considering taking down my mod which relied on SWBF3 assets heavily and getting rid of SWBF3 assets from my current projects, just to be on the safe side.
#20
Hello People,
There was a recent video on YouTube (I'm not sure if me posting the link here would be O.K. as the video is not public anymore) which stated that Disney might shut down projects such as Star Wars Battlefront III: Legacy and that using SWBF3 assets may become illegal (similarly to using assets from EAFronts). Could someone informed in this matter confirm if that is/will be true? I was wondering about that since it would affect many mods which have been released and many which are still being worked on.
#21
Quote from: Led on May 06, 2020, 06:00:18 AM
look in SWBF1 section for a tutorial by Sereja on alpha channels and transparency, and see if that helps.
Actually, I was looking through "The Ultimate How-To Thread" and I couldn't find the tutorial you had mentioned, but I managed to find your tutorial called "removing specularity (shiney-ness of DarkTrooper also CIS)" and it actually helped. Thanks a lot for your help! :cheer:
#22
There's a slight problem which has been bothering me for quite some time. Namely, it often happens that after editing textures with alpha channels there's a shine effect which appears where it shouldn't. For example, if I retexture Boba Fett, it always happens that his pants become shiny and when I retexture Rebel pilot's boots and gloves, they also become shiny. How can I remove the glow from particular materials or simply remove it entirely from the model?
#23
Requests / Backpackless SWBF2 Rebel Trooper?
May 05, 2020, 09:23:28 AM
Hello,
I feel like a total noob asking for this, but has anyone released the SWBF2 Rebel Soldier model without the backpack? I saw it used in many mods, but I couldn't find any asset for it. :shrug:
#24
Released Assets / Re: My Rebel textures
July 18, 2019, 10:58:27 AM
Thank you! :D As a matter of fact, I've updated these textures slightly recently (especially the Rebel pilot and Rebel Marksman) and made new ones, so I might release an updated version of the pack soon :)
#25
Thanks for the replies, people! :D  The thing is, I'm not sure how those maps implement the new textures, which complicates the matter slightly. Well, I guess I'll do both of these things at the same time, just to be sure that the problem is solved :)
#26
Hello, I have a quick question: is there any way to disable the override_texture function?
To describe the matter more precisely, I'm working on a side mod for SWBF2 and I would like to replace the Rebel marksman model with the one from SWBF1. The problem is that whenever I play Marvel4's converted SWBF1 maps, they, so to say, attempt to override the marksman skin with other variants for the SWBF2 model. The result is *REALLY* messy. Overriding the SWBF2 desert and urban marksperson textures with the SWBF1 texture didn't help, as the map still seemed to use SWBF2 ones. So, in order to do something about it, I'd like to disable the override_texture function. Is it possible to do that?
#27
Released Assets / My Rebel textures
June 22, 2019, 02:17:43 PM
A while ago I released my Rebel textures which I had created using Free Radical's SWBF3 texture parts. In case you're interested, you can get it here:
https://www.moddb.com/games/star-wars-battlefront-ii/addons/refreshed-sides-mod-rebel-textures