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Messages - Epifire

#376
I am using Softimage, and can't seem to find a way to get the bespin floor grid textures to have the vent holes. Its hard to put into words, but I can't make the polygon surface have the grid that you can see through.
#377
SWBF1 Modding / Re: JK Outcast Textures
July 09, 2010, 04:38:02 PM
Ok thanks. I know you said if you have the game you can extract them. But I don't exactly know how.
#378
SWBF1 Modding / [HELP] JK Outcast Textures
July 09, 2010, 12:36:41 PM
Hey I was wondering were you can aquire Jedi Kight textures, for general use. I have the game, and liked alot of the textures used, and wanted to try and get them onto my models.
#379
SWBF1 Modding / Re: From One To The Other
July 09, 2010, 08:37:11 AM
Another good way of showing it is this...

http://s905.photobucket.com/albums/ac254/Epifire/Modding%20Questions%20Pics/?action=view&current=Question_MSH_PIC.jpg//

This is what happened after I exported the file in MSH.
#380
SWBF1 Modding / Re: From One To The Other
July 08, 2010, 06:59:40 PM
Ok thank you very much. One thing though. When finnaly exporting to MSH, are the textures supposed to apear separate in the same directory?

Cause when I exported out of v5.11, I had the textures apear all around it.
#381
SWBF1 Modding / [HELP] From One To The Other
July 08, 2010, 08:58:35 AM
I found out on game toast, that the xsi pandemic addon does not work with modtools. And so I found that I must have foundation, for it to work.

So heres what I was going to do. I allready have the models finnished in v6.0, but need to get them, (with there texturtes) into one of the foundation versions, 4.2, or 5.11. Issues I have been having are finding the right means of exporting to these programs.

So what format do you use to get a finnished model from one to the other?
#382
SWBF1 Modding / Re: [WIP] Random Characters
July 01, 2010, 02:01:51 PM
Wow, so this is what you have been working on, all this time.  :o
#383
SWBF1 Modding / Re: ?Creating Animations?
July 01, 2010, 08:33:36 AM
Ok thanks, but now I got a more odd type of question.

What makes the animations not work right, like for instance the rankor on jabbas place (on the bf 1 import). I think we all have had a few laughs watching the rankor dance. I know in BF 2 the rankor looked just fine, now why is that.
#384
SWBF1 Modding / [HELP] ?Creating Animations?
June 30, 2010, 02:14:54 PM
In the conjunctions to a resent query I made, I wanted to know how to do this. I only model, and I don't know how to do much else. The most able program I have is Softimage XSI v6.0.

It has the animations settup but I have never tried to mess with it.

Say I wanted to build a generator... I have a built textured model that has no nulls or anything added, just some basic shapes and stuff. Now I want this generator to spark and have moving gears, how do I do that? And how do you add sound to it, so that it has that humming, and flaring nosie of working mechinery?

So what would be the way to go about this?
#385
SWBF1 Modding / Re: spawn delay
June 25, 2010, 09:41:08 PM
Yeah I have also considered that. But I wish the spawn count would be more acurate, as far as how consistant it is.

For instance, I just respawned fairly quikly around seven seconds and down. Then I rush out and finnaly get gunned down. And then when my CP is valnurable the count is some where around twelve and jumps around for a while.

I always thought it worked some what like what Jon was saying.

But if you ask me, I say the timer has a mind of its own.  ::)
#386
 :D                                                                                                                                                       :D

Well thanks, its nice to have people that want to help. At the moment though I'm working on some models for a raxus prime map I was building, with my own custom models only.

Its taking a while to construct, but all and all once I'm done I think I can start on this new mod. Thing is that I model fairly well, I just don't know anything about making animations.

I know that Softimage v6.0 is able to build anaimations, but I have no idea on how to do that. I had a freind tell me about 3D Wings, and he said it would be easier to use than Softimage. But 3D Wings dosn't support any thing for animations from my knowledge.

That is he suggested 3D Wings for modeling, and never mentioned anything about animations.
#387
Well it depends on who is building the animations and who construcs most of it. But if I made, or helped make a mod like this I wouldn't just talk about it here.

I would go to every community I know to get it more well know.

And from an ordinary modders perscpective, I can see your guy's point, but I would still build it myself even if only five people would use it.

And bettween making the anaimations and then building them into a game ready model, I don't see a high issue with much else. I don't know I just feel, wether with some one elses help or not I feel (for me that is) that its to big to not do.

Now I'm shure most every one else wouldn't go to the same extent I would but thats just me. But I guess I'm not sensible, just crazy.
#388
SWBF1 Modding / Re: spawn delay
June 24, 2010, 09:28:43 AM
Yeah SP had no spawn timer. I don't mind it so much except when it screws up and sets the timer back when I was close to zero.
#389
SWBF1 Modding / Adding A More Living Environment.
June 24, 2010, 09:26:08 AM
This is more of a question than a statment, but its more of a disscussion on the can and can't do's of BF 1.

Well I got my butt sniped off to many times yesterday and came up with a modernizing mod idea. Well like most new games now the environment is more reactive than older games, like paper and stuff flying around, to give more of a real sence than just an empty battle field.

Now what I wanted to know was can the BF 1 game engine support higher reality maps like that. Like it could just start simpler, as for instance a generator plant with active moving generators.

Or moving factory construction lines. Things to keep the map more natural, and less easy to pick out an enemy when sniping.

So what do you guys think?
#390
Scummies / Re: Goodbye
May 09, 2010, 01:11:45 PM
Cool glad to see your staying.  :tu: