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Topics - Giftheck

#241
Released Assets / TFU Royal Guard (and variants)
May 23, 2015, 11:38:50 PM
================================
TFU Royal Guard by GGCTUK
================================

Here is my TFU Royal Guard kitbash. I have included four variants:

-Royal Guard
-Senate Guard
-Shadow Guard
-Sun Guard Thug Boss (Based on TPM Video Game Coruscant boss)

This has been tested in game and they work fine with no visible issues.

==CREDITS==
-Pandemic Studios for the mod tools.
-Eric Landreneau for the royalguard model and textures

DOWNLOAD



Click the image to see all four variants.
#242
================================
SWBF2 Caped Units by GGCTUK
================================

Here is "Version 2" of my SWBF2 Caped Units. This time, I imported the MSHs into Mod Tool and imported, enveloped and weighted a modified ARC Trooper skirt to each of them.

These come in three distinctive flavours:

-Galactic Marine (Clone Commander)
-Commander Bacara (Ep3 Heavy Trooper)
-Clone Paratrooper (Ep3 Sniper)
-Ep3 ARC Trooper (new kitbash of Ep3 trooper plus ARC Gear with my custom Captain Rex skin)
-Chewbacca (Included as I have reassigned his bag to the bone_pelvis and made his forearm hair visible)

Most of the units have been tested in game and they work fine with no visible issues. If there are any let me know.

===FUTURE PLANS===

-I aim to get Princess Leia and Queen Amidala their proper skirts and will see about giving Boba his cape. I also aim to get the Emperor his robes and will probably also do Anakin robed as well at some point. Heck, it should be possible to do all of the cloth models.

==CREDITS==
-Pandemic Studios for the mod tools.

==DOWNLOAD==
https://www.mediafire.com/?kg7kkcfzb5kdkk5
#243
How do I make a static mesh part? I want the option of having a static cape for my units if I can't get the enveloped capes weighted properly to my unit.
#244
Requests / Finishing the TFU Royal Guard
May 07, 2015, 12:38:49 AM
If I upload my Royal Guard MSH (enveloped, don't worry), can somebody correct the skirt weights for me? I can't seem to get it right: parts of the skirt still clip through the legs, don't look right and one point seems to have a mind of its own.

If not, I'll have to go with plan B which involves re-importing the OBJ files, re-enveloping the model and putting a static skirt in its place.
#245
Seeing as we have a thread for textures, I figured why not have a thread for models?

And seeing as I'm making this thread, why not kickstart this with a WIP I've been doing for the past week:



This is based off the TFU Royal Guard and the model itself has turned out quite well. I'm currently going through the process of testing it and finalising the weights (ATM, I think it's just the skirt I need to weight). I did lower the ploy count of the head, though, to match other SWBF models a bit better (so this can be used in SWBF) and the skirt is a retexture of the ARC skirt (which I also re-uv mapped as the UV on the original ARC skirt was atrocious).
#246
Darth Maul from Star Wars Episode I The Phantom Menace by GGCTUK



Here is my Darth Maul with a properly-modelled skirt on him. Included is the double-bladed lightsaber in both single and double bladed varieties. I spent some time figuring out how to weight as well and for a first attempt this came out well, I think.

For best results, I have bundled this with my human_animation_3 files for your common.lvl.

https://www.mediafire.com/?49zs5ei5jb614bx

edit by Led
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1285



==CREDITS==
-Pandemic Studios for the double bladed lightsaber hilt mesh, Darth Maul mesh and SWBF2 animations.
#247
So, I've successfully trial-ran a model conversion to SWBF. However, as I want to use the model in game, I need to fix it so it works 100%.

Below, I have the model screenshot in game and I've highlighted how I want to fix it. Can anybody give me instructions on how to perform these fixes? I'm assuming I will have to weight certain parts of the mesh to bones?



So, some additonal notes:

-Shoulder pads: These need to move with the shoulders (nearest bone would be the upper arms I believe) but seem to be attached to the clavicle bones.
-Head: This doesn't move, it's pretty rigid. For this particular model, it's not 100% crucial though it might look a little more natural if it did move. However, it will be a problem for other models.
-Belt: I don't want this to move at all. It also looks like the gleaves and parts of the chest move when I don't want them to as well.
#248
Released Assets / Double Bladed Lightsabers
April 29, 2015, 02:38:35 PM
You guys remember that if you try to bring over the double bladed lightsaber from SWBF2, it doesn't work? For some reason, the hilt itself hovers above the hand and the blade comes from the bottom of the hilt and through it.

Well, here is my solution. I have adjusted the hilt position and modeled blades onto the hilt (these would go well with either the bladed lightsaber found here or Sereja's Komari Vosa sabers found here).

This is my first ever post made with Mod Tool and the ZETools, and I have to say, small though this is, it came out well. These come in five flavours: blue, green, red, violet and yellow.

For best results, I have bundled this with my human_animation_3 files for your common.lvl.

I don't have any screenies to show you ATM (they'd have to be ingame as SWBFViewer doesn't display them). Still working on getting my player models done, but the saber model itself works just fine.

https://www.mediafire.com/?cbwhc7sc74v17d1
#249
I'm trying to export a player model and I've followed the old tutorial. When I try to export the export fails and when I export the script, here is what I get:

# WARNING : DirectX 10 support is disabled: No compatible adapter found
# INFO : XNA.xsitemplate is up-to-date
# INFO : 4034 - Loaded scene was created with build number: 7.5.2009.0409 - compatibility version: 1073742125
# WARNING : 3033 - Unable to resolve path: Pictures\rep_inf_trooper.tga
Application.OpenScene("D:\\Softimage\\Softimage_Mod_Tool_7.5\\Addons\\ModTool_Database\\Scenes\\TFURoyalGuardSWBF.exp", "", "")
Application.SelectObj("GroundDummy", "BRANCH", "")
Application.MSHExport()
# ERROR : Traceback (most recent call last):
#   File "<Script Block >", line 35, in exportbutton_OnClicked
#     export.export()
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 749, in export
#     self.do_export()
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 783, in do_export
#     self.msh.models.add(conv.convert())
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 526, in convert
#     if 'geo' in self.msh2_model.model_type:
# TypeError: argument of type 'NoneType' is not iterable
#  - [line 34 in C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\\Application\Logic\exporter.py]
# ERROR : Property Page Script Logic Error (Python ActiveX Scripting Engine)
# ERROR :    [32]     settings = andezetcore.load_settings('export', PPG.Inspected(0))
# ERROR :    [33]     export = andezetexport.Export(xsi, settings)
# ERROR :   >[34]     try:
# ERROR :    [35]         export.export()
# ERROR :    [36]     except SystemExit:
# ERROR :    [37]         return
# ERROR :    Traceback (most recent call last):
#   File "<Script Block >", line 35, in exportbutton_OnClicked
#     export.export()
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 749, in export
#     self.do_export()
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 783, in do_export
#     self.msh.models.add(conv.convert())
#   File "C:\Users\Gareth\Autodesk\Softimage_Mod_Tool_7.5\xsizetools-master\Application\Core\andezetexport.py", line 526, in convert
#     if 'geo' in self.msh2_model.model_type:
# TypeError: argument of type 'NoneType' is not iterable
#
Application.Copy("")


EDIT: Solved: I had the ZETools in the wrong place and I was not selecting "Dummyroot" for export.
#250
SWBF1 Modding / Lascannon anim bank
April 28, 2015, 12:25:57 AM
Is this animation bank ever used by anything in SWBF?
#251
I'm going to attempt to install Mod Tool 7.5 again and see if I can get it to run. Can I ask somebody to help me out with this? What I mean is: I have had several failed attempts at doing this before. Either I get an error trying to open anything in Mod Tool, or it fails to even start. If I post what's wrong as I experience it, can somebody help me fix these things?
#252
SWBF1 Modding / No logos with custom common.lvl
April 27, 2015, 02:05:52 PM
I've noticed that if I build a custom common.lvl, the splash logos that appear before the main menu of the game do not appear and I get this error in BFront.txt:

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\FLEffect.cpp(180)
FLEffect::Read: duplicate effect class name (04a25e84)!


The error occurs even if I do not create custom versions of those splash images. Why does this happen and how can I fix it?
#253
General / I found something very interesting
April 23, 2015, 01:25:25 PM
Remember that a build of SWBF3 leaked out? Well somebody extracted quite a few models from it:

http://facepunch.com/showthread.php?t=1304034

What's interesting is that it turns out that there was a lot of asset re-use from this game for later games, and from later games into this one (IE the Clone Trooper model from TFU originated from SWBFIII).

Sadly, it doesn't look like there was a posting of the X1/X2 models. Those would have been perfect to study.
#254
Released Assets / OBJ Kitbashes mark II
April 20, 2015, 02:41:12 AM
I've pretty much tinkered with quite a few of these and this is as far as I'll be getting with them. Do what you like with them. They'll never get finished on my computer, nor is anybody ever likely to port them to MSH for me so I can get them into my (now practically cancelled) mod.

http://www.mediafire.com/download/q4azvh9aa9oq7t6/SWBF_Kitbash_OBJ_Models.rar

CONTENTS:

-Episode III Anakin with skirt
-Episode III Anakin with skirt, hood and robes
-Captain Rex Phase II (Kitbash of Phase II model and ARC Trooper)
-Darth Sidious (Pre-Episode III)
-Emperor Palpatine (Episode VI)
-TFU Imperial Heavy Trooper (amended, kitbash of EVO Trooper parts)
-Saberstaff with blades (single and double), Saber Pike with blade
-Darth Maul with skirt
-Darth Maul with skirt, hood and robes
-Episode III Obi-Wan with skirt
-Episode IV Ben with robes and hood
-TFU Royal Guard with skirt
#255
General / He lived long and prospered - Spock is dead
February 28, 2015, 05:24:44 AM
If you are not aware, Leonard Nimoy, the actor who played Spock in Star Trek, died yesterday at the age of 83 from complications arising from COPD. He had quit somking three decades ago. Regardless of whether you like Star Trek or not, Leonard Nimoy was one of the most recognizable actors from the science fiction genre, and he did not just play Spock, but he was also a writer, director, stage actor and voice actor.
#256
Okay, so we don't have a dedicated rumour thread. So I thought I'd start one. However, I won't let you guys do all the work for me, so here's what I view to be a pretty significant rumour:

http://www.starwarsunderworld.com/2015/02/rumor-star-wars-battlefront-to-feature.html

QuoteThe story of Star Wars: Battlefront's campaign will span pretty much the entire Star Wars saga.
    Star Wars Battlefront will feature segments in which you play as both the good guys (Old Republic, Rebellion and Republic) and bad guys (Separatists and the Empire). It was specifically stated that there will be a small portion of prequel trilogy content. You will participate in a couple of battles from the Star Wars: The Clone Wars, and the space battle above Corsucant from the beginning of Revenge of the Sith.
    The majority of the campaign will take place during the original trilogy era. All of the battles and settings that you would expect to be there will be playable. It was said that the campaign itself is pretty long when compared to other first person shooters.
    There will be some segments of the campaign which take place between Return of the Jedi and The Force Awakens. There won't be a lot because in their words "Lucasfilm has a lot of plans for that era."
    The last section of the campaign takes place before and during the opening segments of The Force Awakens. Don't expect anything too revealing, because the game is expected to ship about a month before the movie releases.
    For both the Republic (that's what the good guys are being called in the production here) and Empire sections you will be playing characters that actually appear in The Force Awakens.
    EA/DICE was allowed into Pinewood Studios for a few days to scan and capture props, sets, etc for recreation in the game.
    At one point either during either the portion between episodes 6 and 7 or the portion from the beginning of The Force Awakens a character with the last name Tarkin appears.
    The scale of the multiplayer is going to be absolutely massive with up 64 players participating on each side.
    Space to land battles are absolutely happening, but will only be available in certain game modes.
    There will be a "hero" system in place, where as you play you accumulate points that you can eventually cash in to play as a "hero" character. These characters are extremely powerful and have abilities that are not available to the normal characters that you play for most of the matches. The system is constantly in flux, but as it is now, pretty much everyone have a chance to play as a hero at least once per match.
    The Downloadable Content plan for the game is "extremely aggressive". Expect up to five DLC packs for the game, with the first coming out before the end of 2015. Each pack will be themed, with the first two or three being exclusively based around content from The Force Awakens.
    The game will ship with several The Force Awakens characters already, but some won't be added until DLC. Specifically all of the characters in the trailers will be available at launch, as will new versions of the X-wing an TIE fighter.
    Tons of new ships and vehicles.
    The contents of each DLC will contain at least three new maps, new hero characters, and new vehicles/ships.
    I saw a character model for the new Stormtroopers, the model for the new X-wings, and some random models of guns, grenades, and other things like that. However, the most interesting thing was a picture of a screen from one of the employee databases.
    It was as a checklist that the department heads can go through to see whats been complete, whats been bug tested, etc. It was basically just a black screen with lines and lines of text posts, with comments and suggestions under each post. What was most interesting about this is what was listed. This particular screen I saw was for a listing of maps for the multiplayer mode. There was a lot of stuff that you'd expect to see in a game like this like:

Hoth: EP5
Endor: EP6
Alderaan
Corscucant
Yavin: EP4

Like I said, nothing major. EXCEPT for this listing that I saw

Tatooine: EP1
Tatooine; EP4
Tatooine: EP7

Now, I know that's not concrete evidence that the desert planet from The Force Awakens is Tatooine, but I thought it was interesting because I know there was been some debate about that subject.

If true, it's reassuring they're not excluding the Clone Wars era entirely and I can imagine playing through the Battle of Coruscant as it was meant to be played (let's face it, no video game portrayal has gotten close so far)
#257
Would anybody be interested in Metasequoia model files? They were pipelined from SWBFViewer unfortunately (as I cannot get XSI to work on my computer) and modified by me.

I have the following kitbashes ready:

-Ep3 Anakin (kitbash includes Mace Windu skirt)
-Ep3 Anakin Cloaked (kitbash includes Mace Windu skirt, and cloak and hood)
-Ep4 Ben Kenobi (kitbash from stock Obi-Wan and Plo Koon model)
-Ep3 Trooper with Ep2 Trooper body (useful if you want to kitbash parts meant for a Ep2 trooper)
-Phase 2 ARC Trooper (kitbash from ARC Trooper and stock Ep3 trooper)
-Phase II Captain Rex (kitbash from ARC Trooper and stock Ep3 trooper)
-Ep6-styled Palpatine (kitbash from stock Palpatine and Plo Koon model)
-TFU-styled Royal Guard (kitbash from Stormtrooper, Galactic Marine and Royal Guard)
-TFU-styled Heavy Trooper (kitbash from Clone Trooper, Stromtrooper, TIE Pilot, Shock Trooper, EVO Trooper)
-Double Bladed Lightsaber
-Pike Saber

From Metasequoia I can output to any of the following formats:
.suf
.dxf
.lwo
.obj
.3ds
.cob
.wrl

I doubt anybody would be interested, though, as it's apparently difficult to put these in game from where I've done them. Sadly, I cannot even do the benchwork myself in XSI Mod Tool 6, which prior to this post used to work but no longer does.
#258
Requests / TFU-style Royal Guard
January 03, 2015, 06:50:46 AM
Does anybody know if there is a decent TFU-styled Royal Guard model out there? Or failing that, if there's a kitbash (probably a stormie/Royal Guard kitbash)?
#259
SWBF1 Modding / Low Res replaced with High res?
December 31, 2014, 03:25:12 AM
I've clearly been out of the loop for some time now so I've missed a few interesting things. I'm hearing we've managed to replace low-res models with high-res ones. How exactly did this occur? Was it simply swapping the skeleton and animations of the low-res units with those of the normal ones? Or is there more to it?
#260
Requests / Lightsaber Blade model
December 26, 2014, 01:30:20 AM
I have an OBJ for a lightsaber blade. It just needs to be fitted to the stock lightsaber hilt. Can somebody do that for me, please?