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Topics - Sereja

#22
Here is some pics from my unfinished project, "Tatooine: Mos Eisley Spaceport". This is most famous planet in Star Wars universe, so I guess  it's a good reason to make some map about it. Perhaps some places will be recognizable...
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As you can see, some nice new vehicles, also was maded, like Anakin's Podracer
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Docking bay 94 - entrance. 8)
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V-35 Courier and Void Spider TX-3 (not a chance to drive this one  :P ).
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Another parked by bar scum, 9000 Z001, and misterious A1 Floater (it appears at least 3 times in EpIV, but usualy nobody can't remember it  :D )
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Cantina entrance - most realistic looks!
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This is rebuilded stock cantina, so not much left, but few dispencers is still original.  ;)
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Overall, the map is at very early stage of making, so many things will be changed or deleted. Seems like it's just a huge area of buildings, mostly interesting for air dogfight style.
#23
General / Chewbacca under arrest!
October 26, 2015, 11:36:26 AM
That weird event just happend in my home city of Odessa.
Perhaps because he try to help Darth Vader.
http://www.theguardian.com/world/video/2015/oct/26/chewbacca-arrested-odessa-polling-station-ukraine-video
Well, if that wasn't enough: Emperor Palpatine, is now our City Council :blink:
http://7city.org/main/35564-emperor-palpatine-was-held-in-the-city-council-of-odessa.html
#24
SWBF1 Modding / [WIP] Endor: Bright Tree Village.
October 05, 2015, 05:29:48 AM
Here is some pics, from my unfinished project, Endor: Bright Tree Village.
This map, is represent Ewok's home place, and based on ep VI, "Caravan of Courage", and "Battle for Endor" films. I guess, the ewok village, have some special magic and mysterious atmosphere, which just have to be converted in SWBF...
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Well, for now it's all what I have...
#25
General / Happy Ukraine Day!
August 24, 2015, 06:42:58 AM
Happy Ukraine Indepedence Day! :)

This country, gives us most of the famous SWBF mod maps. ;)
#26
Released Assets / Sereja's IAT
August 12, 2015, 08:07:39 AM
Sereja's IAT

This is my, adopted for SWBF1, Umbaran Crawler Tank or IAT (Impeding Assault Tank), known also as Umbaran Centipede or Caterpillar Tank.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1341
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Features:

1. Animation.
2. Render effects & textures.
3. First person view cockpit.
4. Well adjusted odf's.
5. Shadow.
6. Collision.
7. Damage hp hardpoints.
8. Lowres.
9. Chunks.
10. Unmunged animation samples.

Thanks to Pandemic and LucasArts for SWBF assets, and Ande for ZETools.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#27
                        Sereja's Unit Animation Tutorial.

So, you wish to animate your soldier? Here a little bit help for this.

1.) "Prepearing"

Things need to have XSI, ZETools, SchMEe, some paint editor, SWBFViewer, BFBuilder, SWBF, and some free time.
Create your unit with XSI, or import the model, which you may download from somewhere. If the model, was downloaded, depend of it original format you may need to make some cosmetic preparation with it, like quadrangulate it, welding poligons, retexturing, and merging.

§ "Quadrangulation":
Select your model and under Modifi panel click Poly.Mesh>Quadrangulate
( it may needs, if your downloaded model, have to much polygons.)

§ "Welding Polygons":
Select your model and under Modifi panel click Poly.Mesh>Weld Boundary Points/Edges. Set the Distance about 0,002.
( it may needs, if your model, was imported with disconnected polygons.)

§ "Retexturing":
(it may needs if your downloaded model, have some unusual texture settings):
Create some primitive, like cube, and add the same named texture for it, like your model already have: select just created cube, and under Get panel, click on Material>Phong> in pop-up window click upper wench simbol>Image> in pop-up window under Image click New>From File, and choose your model texture (which you have to put before in Pictures folder in this direction: C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Pictures 
and click Ok.
Then in same pop-up window, under Texture Projection click New>Unique UVs (polymesh) and close the pop-up window. Then, create a Null, and put just textured cube, and your model, under it. Select this Null, and click on violet theme Model panel. Choose blue theme Render panel. Under Modify panel click Materials ( whach out, this action may crash XSI, so it's good idea to seve your Scene before). In pop-up window, in left side, drag Material from your cube, to the unit model, and close pop-up window. Now, you may delete cube, and check if model textures is ok, by click on Wireframe>Textured Decal in some of four frames of the view windows.

§ "Merging":
Just copy your model, by click on it by right mouse button >Duplicate. Then translate (moove) it to some safe distance in any direction. Hold Ctrl button, and select both models. Under panel Create, click on Poly.Mesh>Merge set Tolerance 0.0 and under Materials,UVs, VertexColors, WeightMaps click Merge. Then, under Inputs click Delete. Close pop-up window, and in right panel under Select click Polygon. Crope no needed "clone" model and delete it.
(it may needs if your downladed model, have some incorrect polygons, or textures, give you some errors, or even overloaded manipulation, make your model editing too slow).

2.) "Animation Template Preparation".

So, you sure youre unit model is ok? Let's prepair the animated template model. It's actualy, could be any of the unit models from Assets folder, so let's copy say, imp_inf_stormtrooper.msh in C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models folder.
Click on ZETools>Import.MSH>...>choose imp_inf_stormtrooper>OK.
Explore all of the bone nulls tree, and remove from there all no needed non animated models, like l&r hands, pauldrons, backpack. Copy the stormtrooper animated model, and put it in the same Null, where your custom model is. Do not forget to make your model, exactly the same size, and put it in same pose, as original stormtrooper is.
Now, you need to make § "Retexturing" process, exactly like it was in chapter 1.) "Prepearing", but this time, you need to drag texture from your custom model, to the original stormtrooper model. Now, stormtrooper may look's weird, with his overwrighted texiures, but it's should be this way.

3.) "Animation Template Merging".

Moove animated stormtrooper model, to the safe distance, in Z direction. Seems, you can't move it by usual way, so you need to click Polygon, crop it, and moove by click under Transform panel > Z. If you look at your model thru "Right" view window, you need to translate it in the right direction. Now, you need to merge it with your custom model, just like it was in chapter 1.) "Prepearing", § "Merge", but this time, you need also click under Shape Animation, Envelope Weight... on Merge. Also, after you click delete inputs, I may suggest to not delete no needed stormtrooper part, of your merged twin model... for now.

4.) "Animation Assign".

So, look at your twin model, and see the difference between custom and original parts: stormtrooper, have lot of fancy colored points, but your model - is not. Thast's not right. Custom model part, also should have colored points, but the color of that points, should belong exactly the same body parts as it is in the stormtrooper body sample. For each body parts, responsible certain bone (colored Null), which have exactly the same color, as his belonged colored points, from body part. Now when we are aware about their connection, we may understand, in what color, we have to paint each body part of the custom model.
Under panel Select click Point and crop some points, which suppose to be the similar colored. Let's start with head points. So, crope the head, of the custom model. Click on panel violet theme Model, and change it to green theme Animate. Under Deform click Envelope>Reassign Locally. Your mouse cursor, will be changrd to "PICK", so now you have to carefuly click (pick) only on bone_head by left mouse button, and click right mouse button when it's done. The bones, like bone_head and others, can be easy founded and picked thru the Explorer window in bones tree, or in other view windows as colored crosses. So, the rest of the work is clear: repaint all of the points by this way. When it's done - crop polygons of the stormtrooper part sample and delete it. Now, you have your animated custom model.

P.S.
Actualy another (usual) way to add animation, it's select model, click Envelope>SetEnvelope>OK and pick all bones at ones. But in this case, all bones, and points gonna change their colors in random way, and it's very hard to figure out, wich points, belong to which bones.
Also, separated model parts, could be just drug inside to the bones, without adding animation at all, but in this way, they can't be work for lowrez.

5.) "Animated Model Export".

Drag your model under the DummyRoot Null, where stormtrooper model is. Click on the bone_root and drag it under your model. Now stormtrooper model is free from bones, and can be removed/deleted. Hide by click "H", all model parts, which have to be hidden, like sv_stormtrooper, bone_pelvis, bone_root, hp_camera, hp_weapons. Click by middle mouse button on DummyRoot, export it in usual way with ZETools, and test it with SWBFViewer and the SWBF game.

6.) "Animated Lowrez".

Remove from the bone tree, the shadow (sv_stormtrooper). Under panel Modify click Poly.Mesh>Polygon Reduction and set Ratio about 60 or 70. Export it, and put the .msh in to the folder, where you have SchMEe. Open it, find your file in Load Filename window, click on Biped Hi to Low [hack], and OK. Your lowrez is done.

I guess that's it. Good luck with your new troops. :)
#28
Released Assets / Serejas Garden Knives v2
July 05, 2015, 02:47:13 PM
Serejas Garden Knives v2

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1310

"When spring comes around, do not forget to bring your garden in good condition."

This is my Garden Knives version 2.
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You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#29
SWBF1 Modding / [WIP] Umbara: Shadow Forest
July 05, 2015, 07:11:41 AM
So yes, this my Umbara project, which perhaps, I may start to make.

Umbara, is the dark jungle planet, from Clone Wars series. The enviroment of this forest, have very "alien" looks, and give to the map, some unique charm. So, let's see what this beauty project may looks:
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The dark forest look's nice, and walking around there, is very exiting ::). The trees, was maded with Scultpris, and finished with XSI, so it was some kind of solvation for making unsimmetrical, living nature models. I am also add some jungle sound for this, so the enviroment looks totaly "alive". The forest area, include highway, since it will the main part of my map, and it will be the place, where the all action happens. Unfortunaly, the umbaran airbase, which also was placed there, will be only "take off" place. It's huge and have lot of empty space in central area, so long runing thru it, could be bored :sick:. The game, didn't let me to have more then 16 CP's, and this well maded place will be mostly out of action. Perhaps it's deserve it's own map, like "Umbara: Airbase" or so.
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For now, I will try to place more models and effect's, and to figure out why everything is crash all the way...  :confused:
#30
Released Assets / B-Wing
May 14, 2015, 08:18:33 AM
B-Wing (converted)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1289

This is my, adopted for SWBF1, B-Wing fighter (converted).

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Features:

1. Animation.
2. Render effects & textures.
3. Effects.
4. Well adjusted odf's.
5. Collision.
6. Damage hp hardpoints.
7. Lowres.
8. Chunks.
9. 1st person model view

Thanks Ande for ZETools.

Credits:

me, Sereja, for remodeling, retexturing, animation, effects, and odf's.

Free Radical, for original model and texture.

Corra_Ashu, for conversion.
#31
Released Assets / Imperial Lambda Shuttle
April 27, 2015, 07:46:54 AM
Imperial Lambda Shuttle

This is my, adopted for SWBF1, Imperial Lambda Shuttle (converted).

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1283

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Features:

1. Animation.
2. Render effects & textures.
3. Effects.
4. Well adjusted odf's.
5. Collision.
6. Damage hp hardpoints.
7. Lowres.
8. Chunks.

Thanks Ande for ZETools.

Credits:

me, Sereja, for remodeling, retexturing, animation, effects, and odf's.

Free Radical, for original model and texture.

Corra_Ashu, for conversion.


#32
Released Assets / Serejas Garden Knives
April 15, 2015, 10:29:43 AM
Serejas Garden Knives

"When spring comes around, do not forget to bring your garden in good condition."

This is my Garden Knives.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1275

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You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#33
Released Assets / Serejas Doritos Warriors
April 02, 2015, 09:13:24 AM
Serejas Doritos Warriors

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1272

This is my Doritos warriors.

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If you use some of this assets in your mod, you should credit me.

Credits: me, Sereja.
#34
Public Square / Happy Birthday to me!
March 30, 2015, 05:55:51 AM
Yep, today is the Sereja's birthday! Cakes for everyone!  :D
#35
Released Assets / Serejas Umbaran Walker
March 21, 2015, 05:36:41 AM
Serejas Umbaran Walker

This is my, adopted for SWBF1, Umbaran Walker modificated (four legged).

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1269

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Features:

1. Works with stock spider walker animation.
2. Render effects & textures.
3. First person view cockpit.
4. Well adjusted odf's.
5. Shadow.
6. Collision.
7. Damage hp hardpoints.
8. Lowres.
9. Chunks.

Thanks to Pandemic and LucasArts for SWBF assets, and Ande for ZETools.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#36
SWBF1 Modding / [WIP] Kohlma: Moon of the Dead.
February 04, 2015, 02:29:12 PM
This is my long desired project concept, for the most spooky, but anyway beautyful planet, named Kohlma. You may remember it, as "one of tge Bogden moon" from ep2, or if you ever play "SW Bounty Hunter" game. So, I decide to share, some of the old pics, from my PC memory...

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#37
Released Assets / Serejas Umbaran Fighter
September 24, 2014, 08:42:35 PM
Serejas Umbaran Fighter

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1172

This is my, adopted for SWBF1, Umbaran Fighter.

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Features:

1. Animation.
2. Render effects & textures.
3. First person view cockpit.
4. Well adjusted odf's.
5. Shadow.
6. Collision.
7. Damage hp hardpoints.
8. Lowres.
9. Chunks.

Thanks to Pandemic and LucasArts for SWBF assets, and Ande for ZETools.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#38
Released Assets / Serejas gun cabinet
September 20, 2014, 12:18:18 PM
Serejas gun cabinet

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1171

This is my gun cabinet.

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You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#39
Released Assets / Serejas Umbaran Tank
September 08, 2014, 07:27:30 PM
Serejas Umbaran Tank

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1170

This is my, adopted for SWBF1, Umbaran Tank.

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Features:

1. 1st view model added.
2. Chunks added.
3. New textures & render effects added.
4. Well adjusted odf.

Thanks Ande for ZETools.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#40
Released Assets / Serejas Zam SniperRifle
August 22, 2014, 12:36:30 PM
Serejas Zam SniperRifle

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1168

This is my Zam Sniper Rifle.

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You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.