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Topics - Giftheck

#221
Released Assets / First Order Stormtrooper
January 09, 2016, 12:19:43 PM
Here is my new First Order stormtrooper. It's more accurate than the first version I did, and the helmet is a heavily modified version of my new stormie helmet. There are also Heavy and Captain variants.

NOTES:
-The rifle is a temp rifle, so I'd suggest using a much better one.
-Have not tested the FPS model out so I don't know if it works or not.

Screens:

[spoiler]

[/spoiler]

Credits:
-Krome Studios: original Stormtrooper helmet
-Disney: texture parts

https://www.mediafire.com/?3q4fe579ghvw761
#222
Whats the mode(s) you do best in with this game? I'm pretty good with Fighter Squadron, when I'm on the Rebels team, but the TIE Fighter and TIE Interceptor in this game suck.
#223
Released Assets / Modified Stormtrooper (Version 3)
December 28, 2015, 02:34:37 AM
Here is my modified Stormtrooper. There's two variants in here. I was inspired to create this version, first by CodaRez, whose improved stormtroopers were miles high above the stock ones, but I decided to improve on them myself, partially because the stock ones are so inaccurate, and partially because somebody requested me to create the 501st Stormtrooper as seen in TFU for Wii and I managed to alter the helmet from that model to fit the stock UV.

Here's a preview of what it looks like from SWBFViewer:

[spoiler]



[/spoiler]

A list of changes:

Quote-Modified the textures
-Switched out the helmet with a modified, re-uved helmet from the Wii version of The Force Unleashed
-Sandtrooper has a different left knee pad
-Belt has been taken from TFU Stormtrooper model, thermal detpack on the back of the belt is from the Wii version
-Sandtrooper gear is from the Wii version of The Force Unleashed (Navy Commando)
-Hands have been welded to the gauntlets. Hand pads are from the FPS model.

Credits:

-Main body and hand mesh parts by Pandemic Studios
-Krome Studios for the TFU Wii model parts
-LucasArts for the Stormtrooper belt

-CodaRez for the initial inspiration.

DOWNLOAD

Next up: modified clone troopers.
#224
So, the critic's scores are starting to come in now (some had the game days ago but obviously EA had a review embargo out).

So far, here's what has come up:

GameRankings: 78.50% (PS4), 70.50% (XBox One)
MetaCritic: 78/100 (PS4), 73/100 (XBox One)
Videogamer.com: 7/10

Seems pretty consistent with what I was expecting for this game. I wasn't expecting critical acclaim and let's face it, this game needed a bit more time. LucasFilm clearly wanted this out before the new film. Still looks like it will be fun, though I expect the next Battlefront title to include more features.

IGN has yet to post but given their past (7.8 too much water) I would take whatever they say with a dose of salt.
#225
SWBF1 Modding / Problems modifying stock maps
November 16, 2015, 11:57:00 PM
Hi, it appears I have some problems modifying stock maps. If I try to modify certain maps in ZeroEdit they tend to crash when I test them out. Certain maps I can modify but have to do it by manual editing of the layer files in a text editor. Others just flat-out do not work. The only one I have successfully modded was Naboo Theed when I converted it to include changes in the SWBF2 version. SPTest gives no reason for any crashing.
#226
Requests / Written tutorial on creating animated vehicles
November 06, 2015, 02:20:57 PM
Are there any written tutorials that I can follow to create my first animated vehicle?
#227
EDIT 01/11/2015: As of today, this mod has moved beyond theory and into early production.

I must stress that at the moment, this is just an idea. I have very little tangible and want to finish Expanded first. I have started a new mod document for this though and am quite far along with the theory.

That being said, I want to make a new mod once I'm finished with Expanded. It will be titled Star Wars Battlefront Uprising. It will take longer to make, not because of the units, but because I intend to make a custom campaign. At the moment, I'm throwing around ideas for the campaign's storyline, but I have an idea on how a more traditional campaign may be done in SWBF. Ginev's ideas for campaign-style maps in SWBF are what I will be basing mine off, but I also have an idea to make it a little like the campaign for Elite Squadron (IE you don't play as clones, you're essentially the only one on your 'team', clones would essentially spawn as native allies). Much like Ginev's maps, it would essentially be a 'straight line' of command posts that you capture and use as checkpoints (here is where it differs from Elite Squadron due to technical limitations: you get spawn tickets to allow you to change classes a limited number of times as you can't change classes at command posts)

The title isn't entirely a coincidence. The mod has some small inspirations from the mobile game Star Wars Uprising.

As I said, at the moment, this idea of a mod is just an idea.
#228
I discovered recently that ninja ripper, when twinned with ppsspp, can actually rip out the environment meshes from SWBF Elite Squadron, and with noesis I can convert them to a more conventional format. So it got me thinking: what would people say to a 'port pack' of maps from Renegade Squadron or Elite Squadron? Here's what I'm thinking:

RENEGADE SQUADRON MAPS:
-Boz Pity: Graveyard Valley
-Endor: Forest
-Korriban: Valley Of The Sith Lords
-Ord Mantell: Junkyard
-Saleucami: Caldera City
-Sullust: Imperial Caveran Base
-Tatooine: Mos Eisley

ELITE SQUADRON MAPS (Ground only):
-Bespin
-Coruscant
-Dantooine
-Death Star
-Endor
-Kashyyyk
-Mustafar
-Tatooine
-Vjun
-Yavin IV
#229
Released Assets / Sound Effects
October 03, 2015, 01:35:51 PM
Just a small pack I threw together with corrected/new sound effects.

Here's what sounds I have included in the pack:

[spoiler]-AAT side cannon fire (replaced with pitch-lowered Droideka blast in game)
-ARC-170 cannon fire (based off the SWBFES sound)
-AT-AT cannon fire (based off the EASWBF sound)
-AT-ST cannon fire (based off the EASWBF sound, was replaced with turret fire in game)
-CIS Blaster Fire (taken from the TPM video game)
-LAAT/i beam cannon fire (game uses IFT-T/X beam turret fire, this one is from SWRC)
-E-11 Blaster Fire (taken from the Star Wars Soundboards)
-DC-15 Blaster Fire (taken from the ROTS video game)
-Tusken Rifle fire (Taken from the TPM video game, game uses stock REP rifle fire sound here)
-V-Wing cannon fire (based off the SWBFES sound)[/spoiler]

https://www.mediafire.com/?h3dz6v16280a8xu

local link
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1351
#230
SWBF1 Modding Tutorials / Custom FPS models
September 16, 2015, 02:42:36 AM
I am having trouble getting custom FPS models to work with SWBF. I have the model ready but when I munge and test, the model does not show up in FPS mode. There's no error log so I don't know what's going wrong.
#231
Does anybody have access to screenshots for "Star Wars: Clone Wars" (the original animated Cartoon network series)? I'm looking for a screenshot of a particular clone trooper pilot in that, during the Battle of Coruscant episodes (Episodes 22-24, I think). This Clone Trooper appears in the scene where Mace Windu has hijacked and hotwired a Droid Fighter and is flying with it. Can anybody help? I want to kitbash a version of this Clone for my Clone Troopers and Stormtroopers pack.
#232
Here's a few preview shots of units that will feature in my V3 pack "Stormtroopers and Clone Troopers".













#233
So, you've created an awesome unit model for use in SWBF. You've enveloped and weighted it. There is but one problem. It's high-poly enough that if there are so many on the field at once, your models are reverted to 'low-res' versions you've defined in your ODF. Now that won't do, will it?

There are ways and means around this. schMEe can 'hack' your model to become a low-res-mapped version. Only trouble is that, by its own confession, schMEe is not always 100% good with this. So I will take you through the process of mapping it to the low-res skeleton within Mod Tool.

First, open your model in Mod Tool. Save it as "yourmodelnamehere_lowres". Find your "DummyRoot" and hide it. Hide "bone_root" as well.

Now open your weight editor. You will need to reassign certain points to different bones. This is because certain bones do not exist in the low-res skeleton and will automatically remap themselves to "DummyRoot" if they are still assigned:

bone_l_toe
bone_l_foot
bone_r_toe
bone_r_foot
bone_l_hand
bone_r_hand
bone_l_clavicle
bone_r_clavicle
bone_a_spine
bone_b_spine


The solution is easy: you need to reassign any points weighted to these bones to different points. I will detail below what bones should be remapped to where:

[spoiler]bone_l_toe/bone_l_foot > bone_l_calf
bone_r_toe/bone_r_root > bone_r_calf
bone_l_hand > bone_l_forearm
bone_r_hand > bone_r_forearm
bone_l_clavicle > either bone_l_upperarm or bone_ribcage dependant on which bone is more suitable (IE stormtrooper armour straps are more suited to bone_ribcage but shoulder areas should be mapped to the upperarms)
bone_r_clavicle > either bone_r_upperarm or bone_ribcage
bone_a_spine > bone_pelvis
bone_b_spine > bone_ribcage[/spoiler]

Once you've done that, it's time to export it and test it.
#235
Released Assets / Stormtroopers (Version 2)
August 08, 2015, 02:38:37 PM
Here is version 2 of my kitbash Stormtrooper models. There are some different variants included this time as well.



I deliberately did not include the 501st Stormtroopers, Jump Trooper or Heavy Trooper from the previous pack as I have no plans to alter them.

DOWNLOAD

================================
Stormtroopers by GGCTUK
================================

Here is the second version of my TFU-based Stormtrooper models.

What I have done is taken the 501st Stormtrooper helmet, split it in two and re-UVed it to the stock Stormtrooper helmet texture, with some modifications to the texture to make it flow better. The original UV for the 501st Trooper helmet was a real mess - I can't help but wonder if they just atlased the UV then left it that way when they built the model rather than trying to merge the parts into a coherent texture. The modified stock texture actually fits quite well to the model. Another change is the replacement of the belt detpack and the addition of the belt blocks that were previously texture only - I have also added the kneepad blocks to the right knee to make the stormtrooper look more faithful. I have also included the TFU gear.

Included in this pack are the following:

-Stormtrooper (2064 triangles vs stock 1651)
-Sand trooper (2200 triangles vs stock Shocktrooper 1877)
-EVO Trooper (2366 triangles)
-Jump Trooper (2840 triangles)
-Shadow Trooper (Reskin of the Stormtrooper, 2064 triangles)
-Incinerator Trooper (2108 triangles)
-Shock Trooper (2189 triangles)

These units have been tested in game with no visible issues. No low-res unit versions have been included this time as I have a workaround in place that enables me to use these units as 'low-res' without creating specific models.

==CREDITS==
-Pandemic Studios for the mod tools.
-Krome Studios for the TFU Heavy Trooper and 501st Stormtrooper parts
#236
I have no access to Gametoast ATM so I have no idea what's been going on, even though I still get e-mail topic update notifications (the most annoying is that I'm subscribed to Deviss' thread, he recently replied but I have no idea what he replied with, sicne Gametoast e-mail notifs don't come with the message that's been posted).

I've googled the problem, the issue seems to be with the router yet I don't think my dad would be willing to mess with it to resolve access to a single site.

I've had this problem before, with another website and it did eventually resolve itself after about two months of no access to it.
#237
So, post here any articles you find about the game in the leadup to release.

Here's one from PCGamer. It reveals that what we saw for co-op is one of three modes: Survival, Trial and Battle.

http://www.pcgamer.com/star-wars-battlefront-fun-sprawling-and-worryingly-simple/
#238
Once again, here is another partial conversion, this time in a pack. What I've done is replaced the stock Stormtrooper helmet with the one from the 501st Stormtrooper model from the Wii version of TFU. I have modified it and re-UVed it to fit a modified version of the stock texture. I have also upped the detail on some parts of the model such as the belt.

Also in this pack are my new Jump Trooper, and somebody requested me to do a 501st Stormtrooper too. I've also included a slight update to the Heavy Trooper model (mainly repositioning its backpack slightly, and altering weighting, as well as the new belt)

[spoiler][/spoiler]

DOWNLOAD

==CREDITS==
-Pandemic Studios for the stock models from the SWBF Mod Tools
-Krome Studios for Heavy Trooper and 501st Stormtrooper parts.
#239
Released Assets / The Force Awakens Stormtrooper
June 05, 2015, 12:07:36 AM
I present to you my Episode VII Stormtrooper.

[spoiler]

[/spoiler]

I know the texture isn't all that great, but you can improve on it if you wish to. My focus here was on the model itself so if you want to use your own texture, you're more than welcome to, and you can add or remove anything you like to the model itself.

DOWNLOAD

====CREDITS====
-Pandemic Studios for the mod tools.
-ANDEWEGET for the ZETools.
-DEVISS for the pistols/holster addon mesh.
#240
Released Assets / TFU Imperial Heavy Trooper
May 27, 2015, 06:12:44 AM
I've wanted to do this model for quite some time for my own mod, and now here it is.

================================
SWTFU Heavy Trooper (from Wii/PS2/PSP versions) by GGCTUK
================================

Here is my version of the TFU Heavy Trooper, found exclusively on Wii, PS2 and PSP versions of the game. I did not straight-up convert the model as the only version available is posed with no bones and re-posing it would be a pain. Instead, I used parts of it on the stock stormtrooper and clone trooper models - so the body is largely that of the stock clone/stormtrooper (the legs and arms are the clone's, the torso and pelvis are the stormtrooper's)

This unit has been tested in game with no visible issues. Obviously, don't have too many of these on a map at once as this model has 2441 faces (stock Shocktrooper has 1877). I have included a custom lowres unit for this.

==CREDITS==
-Pandemic Studios for the mod tools.
-Krome Studios for the TFU Heavy Trooper parts.

==SCREENSHOTS==




==DOWNLOAD==
https://www.mediafire.com/?5fnv8th9qdy9unn