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Messages - Epifire

#61
SWBF2 Modding / Re: Texturing/Modeling
June 06, 2015, 10:01:07 PM
Quote from: Cmd_Smith on June 06, 2015, 07:49:17 AM
Can anyone help me.. I really want to get this done soon.

Apologies for not responding sooner, I've been pretty busy and this is one of the first times I've been able to use a working PC.  :shrug:

I'm not at either of my two dev rigs to be able to give examples but I'm pretty sure what you're wanting to do can only be accomplished through Softimage|XSI. However XSI (which is what most call it) isn't entirely an easy thing to just pick up and start using. I'd be willing to even pitch in myself to try and get the pack added in and weighted, if my main PC was in working order.

That's the tough thing with anything that's animated, as you can't just plop something in without getting noticeable problems visually during run time (from my experience anyway). The way I'd theorize going about doing it is decompiling all the assets (using within XSI) and combining them into one scene. Anything I've decompiled so far, had their weights preserved for the mesh. I've never tried adding anything to an existing animated mesh (let alone a character model) so I'm a little in the dark on that one myself.

Quote from: Cmd_Smith on June 05, 2015, 09:11:16 AM
So... how do I decompile them?

Yes I rotated it. Could it be something with using MSHVeiwer? Or Do I have to put soething else in?

And, these bone stuff youre talking about. How do I do that. What program can I decompile the MSH files with, or add on to them?

For the cape, it very well could just be that the texture is missing (and just running the transparency without a texture) or it's something that only will show up in game. MSHviewer can be a little misleading and not show it exactly how it will look in-game.

Describing bones and weights is kinda difficult in words but they're both needed for something to animate correctly in-game. Bone rigs allow the animator to animate a basic skeletal structure that the model/detail mesh follows. Essentially you're not animating all the polygons, you're animating a bone rig that the mesh is weightmapped/parented to. If meshes aren't properly weight mapped (with corresponding bones on the rig) then they wont animate correctly.

Animations of tough, so I hope some of that made sense. Long story short, you've gotta have that jet pack properly weighted to the rest of the trooper's mesh so that it'll envelop correctly to the rig. That looks like a BF2 model though, so if you're crossing the two (putting that in BF1 or vice versa) then you might have some additional problems. There is also the matter of the attachment points for the thruster effects too. In which case (were you to use XSI to decompile) it would be worth looking at the actual jet trooper's file to see how it's setup. Hard to give solid answers when I don't even have my own machine back up and running yet. If you can, shout out to the guys over at Game Toast. They're pretty sharp about this stuff and might be able to shed more light on the project.
#62
SWBF2 Modding / Re: Texturing/Modeling
June 05, 2015, 08:57:32 AM
I've never worked on units from SWBF to tell exactly how that would pan out. It would have to be rigged and weighted correctly to accept the standard bone hierarchy I know that much.

About the cape, I know this might sound dumb but did you orbit the model in the viewer? I don't recall the viewer rendering out poly back faces, so if that's made of a single plane that could be why you're not seeing it. At least from the angle in your picture. If not it may have something to do with it being cloth or something. I thought cloth was also handled by bones but that may be simulated differently in the engine.

I'm usually a fan of creating everything from scratch (like the jetpack and additional stuff) but if you really wanted to you might be able to kitbash the stuff from separate decompiled stock models.  ;)
#63
General / Re: SWBFGamers Facebook Page
June 05, 2015, 08:50:10 AM
Se my thoughts are maybe we could have a coordinated release of info like how we have the updates here on the site. Something similar rolled over to the FB page maybe, that might also have a redirect. Or start up a monthly address to cover things like modder of the month, maybe even start up a map highlight?

Just some ideas, naturally you'd likely want to appoint some other admins to the page as not to all be handled by one guy (for availability reasons).
#64
Oh wow congrats man! Nice to see that much activity sparking up around here.  :tu:
#65
General / Re: Music Suggestions
May 26, 2015, 09:29:21 PM
Quote from: Led on May 25, 2015, 06:17:33 PM
Mick Jagger's prancing aside...


[spoiler]https://www.youtube.com/v/oOYlcXF0ok4[/spoiler]


studio version

[spoiler]https://www.youtube.com/v/WJDnJ0vXUgw[/spoiler]


First time that I've seen a Rolling Stones track in here.  ;) My fav has gotta be Jumpin Jack Flash, but that's just because I love the catchy tune.


https://www.youtube.com/v/eQSGw0hMd_I

Quote from: Gamma on May 26, 2015, 07:08:14 PM

This song is awesome:

I'm a pretty hardcore fan of Simon and Garfunkel, so it's hard for me to say how I feel about a cover. Least to say I think they did the original justice by not changing up the formula with something crazy. I kinda miss the orchestra and strings backup that the original had though (heard towards the end of the original).  :P

https://www.youtube.com/v/l3LFML_pxlY
#66
General / Re: Music Suggestions
May 22, 2015, 08:05:54 PM
That's some pretty relaxing music Roxas.

I've been digging some funky old tunes with a little bit of trip so here's the recent Epi-selection...

Mark Ronson ft. Kevin Parker - Daffodils >>

                            Saint Motel - My Type >>

                Alan Parsons Project - I Robot >>

PS: Unit, I sorta had you in mind when I was coming over here to post these (knowing your appreciation in vintage woks). Some modern some old, but it's nice to see some newer artists that have well grounded direction.
#67
SWBF1 Modding / Re: Spec/Bumpmap Questions.
May 14, 2015, 08:44:41 AM
Quote from: Ginev on May 08, 2015, 12:29:25 PM
Is it possible somehow to convert some BF2 render types for BF1?I remember someone telling me before time that this was possible but he was too lazy to do it.Someone else know how?

Pretty sure that would involve having to edit some kind of code in the game (as shaders like these would likely be compiled results into the engine) but if someone actually knew how that would be pretty awesome.

Quote from: MileHighGuy on May 09, 2015, 09:59:11 PM
make sure you are editing the right material. Sometimes When I was adding specular The material I thought was right didn't work so I changed all the materials and then specular showed up.

I combine all my clusters into one core material for each texture (or identical materials with special render options) keeps it simple and organized. If I'm editing the wrong one than the game must otherwise be needing an additional material were that the case. Part of me wonders if the Ande addon is compatible for the BF1 specular flag. It doesn't give me any errors but I almost wonder if any global map lighting options don't have anything to do with it.
#68
Tech Support / Re: Windows 95 Inquiry
May 01, 2015, 07:26:29 PM
Quote from: Led on May 01, 2015, 07:05:09 PM
I have kept old computers too, but Origin and Steam both use DOS Box for old games, and it seems to work pretty well.   :cheers:

There are plenty of great games that still aren't on Steam either. I'm also pretty nostalgic as to using hard copies over downloadable distribution.

EDIT: Also one thing that really bugs me with old games running on modern machines is driver/acceleration issues. On multiple older games I've had audio and video issues and stuff that'll run but not quite correctly. I sorta have to do some fixes to make it work halfway decent on a modern PC.
#69
Tech Support / Re: Windows 95 Inquiry
May 01, 2015, 06:41:53 PM
Quote from: tirpider on May 01, 2015, 06:11:38 PM
Looks like an OEM package (it came with a computer and not off the shelf.) So It might have the CD, but it might also just be the COA and the actual OS is on a restore disc somewhere (most likely). That restore disc would be pretty useless without the PC that matches it.

Any indication of a manufacturer on it? (Packard Bell, Compaq, IBM, Toshiba, I don't think HP was making a lot of desktops in the 95 days, it's been a while so I forget. If it was an e-Machine, the early ones were coveted for being generic in their parts and including actual OS and driver discs instead of those silly restore discs. They started in the 95b to 98 era.)

Whether the disc is there or not, the license should work if you have to track one down. I don't know if there were any changes in the keys from 95 to 95b though. 95b was better because it had native USB support if I remember correctly. I remember wrong a lot though.

Source: PC Tech at Best Buy in the 90's. (pre-Geek Squad so I didn't have to have any credentials.)

Oh it says it's meant to ship with a Compaq, so I'm assuming the likelihood of a disc is little to none. Hoping to either rebuild off an old chassis/board for my retro rig, or just build from the ground up. I've done a good deal of research but the part that scares me is getting parts that'll actually work well together. Goal is to make the fastest PC I can (within 90s terms) to sit as my backward compatible machine for most older games.
#70
Tech Support / Re: Windows 95 Inquiry
May 01, 2015, 03:50:44 PM
Quote from: Led on May 01, 2015, 03:12:03 PM
Unless you can feel a CD in there, I am pretty sure that it is just the certificate.  Win95 would have come on several 3.5 inch "floppy" disks.

If you get old computer running, you are better of with Win98  ;)

Well the thing is if I hold it at an angle it looks like it has one of those reinforced paper sleeves between the manual and the cardboard backing. What I would compare to the same kind of sleeves later OS' were shipped in. I was wondering to myself if it wasn't a later release as I know there was a disk based version later on (before 98 came out).  Hard to determine exactly what's in there but it's fun just to talk about.

Btw, I totally was planning on running with 98 on my retro build anyway. I think I picked up a 98 Upgrade pack (not a full install) by accident, but before I fell on hard times I was saving to start collecting all the old parts I need.
#71
Tech Support / Windows 95 Inquiry
May 01, 2015, 02:34:55 PM
Okay so really random question guys. I'm not sure who can really even answer this other than any of the old timers that may have used this thing. Been going through my stuff as I'm packing to move and I came across this...


That's some image I found of what I have (which is the same thing). An unopened package which looks to either be a manual or the OS. What I'm trying to figure out is if the install disc is actually in there or if it's just a manual with install certificate. I don't want to pull off the wrapping to find out. Right now I don't think these (even unopened) are worth much as I checked Ebay and they're still pretty common. I been wanting to build an old 90s PC (original parts and all) so I'll likely be keeping this guy around. If anyone knows anything about it that'd be awesome, otherwise it's still an interesting conversation piece.
#72
Welcome Center / Re: I'm new to SWBFGAMERS
May 01, 2015, 11:38:30 AM
Welcome to the club sir! One of the finest SWBF modelers I know of is French. You guys also have the best House musicians over there.   ;)
#73
SWBF1 Modding / Re: Model Tester Needed
May 01, 2015, 10:17:40 AM
Quote from: Snake on May 01, 2015, 09:12:47 AM
Thanks guys, unfortunately my models got chewed up so badly by the export that I could see about 10 different problems just in swbfviewer. Thanks anyway.  :confused:

If you send me an OBJ version I could export them for you if you want? Could also wrap up any loose ends that way too. Any additional stuff would be your choice.  ;)
#74
SWBF1 Modding / Re: Model Testers Needed
April 30, 2015, 08:25:53 PM
You can count me in. Just give me all the info you want out of it and I'll do what I can. I still have my older test version of the outpost I can slot them into, so that should work fine.
#75
SWBF1 Modding / Re: Going to start modding...
April 28, 2015, 12:06:39 PM
Quote from: (Wusi)Trooper X on April 28, 2015, 05:56:51 AM
Hello fellow SWBF Gamers and I am proud to say I want to start modding SWBF and start of by creating a map or two. But before I start running off and downloading the tools and programs, I was wondering if I need any patches for the mod tools, so that it may run with Windows 8? So my question for you all is: Are there any patches or extra steps I may need to do to run the mod tools with Windows 8? Thanks for the help and I cant wait to get started!

Here are my computer specs:
OS: Win 8
Processor: AMD Fx-4300 Quad Core Processor 3.80 GHz
Ram 8.00 GB
System: Type 64-bit

P.S.: Here's a list of my computer specs, if you see anything that may need a patch or extra steps to run the mod tools, feel free to leave a comment to.

If you ever feel like getting into some light model/mesh work for buildings in a map, feel free the message me about it. Most mappers just rely on stock assets but even just a little bit of workable modeling knowledge can go a long way.