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Messages - Sereja

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I do not know if such function exist in XSI, but I getting texture map by using SchMEe.exe

I guess for this exist a tool by tirpider, named SchMEe. It can turn the model skeleton to lowrez.

SWBF1 Modding / Re: Game freezes when you Restart Mission?
« on: January 17, 2020, 05:07:13 PM »
Cloud Layer always works for me. For it just needs .odf, cloud.tga, and ofcourse EDITOR_prop_cloud.msh.

Thanks! ::)
The new unfinished project looks like this:
Spoiler (click to show/hide)
And I have a plan for it. ;)

I am still making maps of course... if I will manage to upload them.

By default, there is no place to munge FPM models to, so when you munge, it skips them. You need to add a place for them manually.

Go into your DataModID/_LVL_PC folder, and create a new folder called FPM. Inside that, create a new folder called REP. After munging, there should be a lvl file in there with whatever name you gave your REQ file. Copy that into Data/_LVL_PC/FPM/REP.

Now your FPM should appear ingame.
Hmm... interesting but it's too complicated for me. Here the my way: no creating any new folders, just put your 1st view hands model to the MSH folder, rename it, add the new name to the units .odf, and to the side .REQ like this:
Code: [Select]

Released Assets / Re: CIS Super-Tank
« on: January 08, 2020, 08:56:59 AM »
Thanks!  :)

Released Assets / CIS Super-Tank
« on: January 08, 2020, 08:31:42 AM »
CIS Super-Tank;sa=view;down=1536

This is, adopted for SWBF1, converted CIS Super-Tank.

Spoiler (click to show/hide)
Spoiler (click to show/hide)


me, Sereja for: Recreating the tank model for adjust weaponry, collision, shadow, lowrez, chunks, new odf's, bump texture, and icons.

Teancum for: Converting.

Requests / Re: can anyone please fix up the supertank msh for swbf 1 ?
« on: January 04, 2020, 08:17:11 AM »
Well, a little magic of XSI and bump texturing.  :P

Requests / Re: can anyone please fix up the supertank msh for swbf 1 ?
« on: January 04, 2020, 07:46:55 AM »
The texture needs bump. But tank steel needs a reely lot of work to make it playable: collision, shadow, lowrez. chunks etc.
Spoiler (click to show/hide)

Well, it's a long story. You need to install XSI Mod Tool and ZETools (if you didn't yet), and try to learn few tutorials about 3D modeling. I wrote some of them here in 3D-Modeling section.

Must be in SWBF2 anything may go works, but not in SWBF1. It's need to be converted for SWBF1, for sure.

Perhaps this mean, it's have no collision (and shadow as well), and need to be remaded with XSI.

SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
« on: October 30, 2019, 02:00:16 PM »
the only thing that doesent seem to have sound is the recon droid when it shoots and also the geononsian wings when your flying as a geonosia the drop ship works perfectly.
Hmm... I didn't expect such result. Which exactly recon droid doesn't have sound? Also, if geonosian wings not working, are you sure he may able to talk (give commands)?

SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
« on: October 29, 2019, 02:03:55 PM »
The map is ready to play but I guess, my PC after repairing is strange now. The main disc where the game installed calls "E" now. This mean, it's can't call stock sound by usual way, and if it works for me, it may not works for other PC with usual disc name. So if somebody wish to test it, PM me, and concentrate attention at the sound of the geonosian speach and flyers engines.

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