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Topics - tirpider

#81
OverrideTexture compatible Luke Skywalker(Jedi)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=822



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 all_inf_luke.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- Made OverrideTexture compatible
   - Merged unweighted hands as SEGM's into main body MODL.
   - Created/adjusted weights of above.
   - renamed MODLs.

Possible future edits:
- This guy is destined for helmet/head/pack variants.
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // head

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
Luke.tga
Luke_face01.tga

Notes:
-


-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#82
OverrideTexture compatible BF2 Shocktrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=821



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_shocktrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.
-

Possible future edits:
- Split gear into seperat meshes for shadow, low, and normal. (I believe the BF1 version already has these split up.)

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body and helmet
OverrideTexture2 = "texturename"  // backpack, pauldron, and packs

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original
imp_inf_trooper.tga
imp_inf_trooper_pack.tga

Notes:
- I like the position of the troopers head on the BF2 models better than the BF1.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#83
OverrideTexture compatible BF2 Scout Trooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=820



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_scout.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.
- removed ref_Binoculars MODL
- removed ref_ThermalDetonator MODL

Possible future edits:
- seperate interesting parts?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body and helmet

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original
imp_inf_scout.tga

Notes:
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#84
Released Assets / OverrideTexture compatible Rebel Medic
November 06, 2012, 05:26:55 PM
OverrideTexture compatible Rebel Medic

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=819



UNIT 33/regent - All_medical_backpack texture
tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 all_inf_trooperfleet.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

It's the same as the Rebel Fleet Trooper model but with the hidden backpack exposed.

Changes:
- Most of this is based on the Fleet Trooper edits...
- Rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL. (lowres)
   - Created/adjusted weights of above.
   - renamed MODLs.
- removed "noicon.pic" TX0D from material
- remapped chinstrap uv's.
- seperated helmet and chinstrap into their own SEGMs. If you hex this helmet onto anyone, sometimes you need to adjust the chinstrap so that it's just below the chin. Having them in seperate SEGMs allows that sort of scaling without having to scale the whole helmet.
- added hard edged trans. to the lowres material. It bugged me to be able to see through the underside of the lowres helmet. This fixed that.
- made a makeshift texture (just uv lines and a bit of color) for the Medic backpack
- had to 'fake' the pack into the lowres msh. I just used the highres chunk. If it's too much for the engine, it will come out in testing.
- added regent's All_medical_backpack.tga

Possible future edits:
- Rearrange textures to make the entire thing OT compatible.
- Make a proper lowres for the pack
- Make a proper shadow for the pack

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // pack

This model uses the following tga's:
All_Inf_medic.tga
All_medical_backpack.tga
Rebel_face02.tga

Notes:
- I used the filename "all_inf_medic" to reflect the tga name and possibly the original intent behind this guy.
- I would have released it by itself, but it doesn't feel right releasing it without the pack tga or it's own skin. So it's just a bonus for now.
- Regent/UNIT 33, has made a skin for the pack. Thats all that was needed to make this unit stand alone. I'm switching the OverrideTexture2 to the backpack to be consistant with other models.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#85
OverrideTexture compatible BF2 Darth Vader

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=818



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_darthvader.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.
- removed cloth and c_ collision chunks.
- removed 'ENERGY' renderers from materials.(see note below.)

Possible future edits:
- I have an idea for his cape, but may not try it till I have more info on weighting.

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, head, robe skirt

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original
imp_inf_darthvader.tga

NOTES:
- The munger does not like the render types used on Vader's chest piece. I removed them as they cause an error on munge and cause the texture to be loaded 2 mor times for 2 effects the size of a bottle cap.
- There must be some signifigant differences in the attributes and render types between SWBF1 and 2. The specular just doesen't thrill me and looks a little ... off. Instead of reflected hilights, it looks like color smudges. Perhaps it is in how the texture is made.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#86
OverrideTexture compatible Rebel Fleet Trooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=817



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 all_inf_trooperfleet.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL. (lowres)
   - Created/adjusted weights of above.
   - renamed MODLs.
- Removed hidden geometry and it's material (see notes below)
- removed "noicon.pic" TX0D from material
- remapped chinstrap uv's. (see notes below)
- seperated helmet and chinstrap into their own SEGMs. If you hex this helmet onto anyone, sometimes you need to adjust the chinstrap so that it's just below the chin. Having them in seperate SEGMs allows that sort of scaling without having to scale the whole helmet.
- added hard edged trans. to the lowres material. It bugged me to be able to see through the underside of the lowres helmet. This fixed that.
- (removed medic zip from archive.)

Possible future edits:
- This guy is destined for helmet/head/pack variants.
- make a dedicated tga for helmet?
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet
OverrideTexture2 = "texturename"  // head

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
All_Inf_medic.tga
Rebel_face02.tga

Notes:
- Interesting. This model has a backpack for which there is no texture. I'll include an extra msh with it visible and a simple skin for the curious/adventerous skinners out there.  I'll use appropriate filenames so it doesn't get mixed up with the regular one.
   - removed medic and released seperatly.)
- This pack will, of course, need to be removed and added to my pile of variants projects.
- There was a chinstrap piece on the tga, but the chinstrap was mapped to the side of the helmet.  I moved it over. I think it looks much better and less generic now.
- The shadow was tricky. The triangle strips seem to extend across multiple bone weights. This makes seperating the head from the body a guessing game. I faked the lowres into the shadow.  It tests and munges fine, but if anyone wants the old shadow back in, let me know.


-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#87
SWBF1 Modding / All_medical_backpack.tga
November 05, 2012, 12:22:33 AM
All_medical_backpack.tga is refered to by all_inf_trooperfleet.msh.

That model has a backpack that is hidden by default.  I can make a uv map of it, but I'd like to see it with original art work.

Has anyone ever found this file?


-edit
Here's the uv's if that helps: (1mb bmp under spoiler)
[spoiler][/spoiler]
#88
OverrideTexture compatible Tusken Raider

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=814



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 tat_inf_tusken.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - moved unweighted hands into main MODL chunk
   - created weights for hands.
   - renamed MODLs.
- removed redundant material definition

Possible future edits:
- seperate interesting pieces

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, head, hands, feet

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
Tusken.tga

Notes:
- I didn't let my plans for the Tuskens interfere with processing this model.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#89
OverrideTexture compatible BF2 Imperial Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=813



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_pilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
- Make helmet into override_texture2 ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body and helmet

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_tiepilot.tga

Notes:
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#90
OverrideTexture compatible BF2 Darktrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=812



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_darktrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body and helmet
OverrideTexture2 = "texturename"  // Jetpack

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_darktrooper.tga
imp_inf_darktrooper_pack.tga

Notes:
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#91
OverrideTexture compatible BF2 AT-AT Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=809



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_atatpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
- ? Seperate helmet and chest controls for further kitbashing or as an override_texture2

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body and helmet

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original
imp_inf_atatpilot.tga

Notes:
- everything in this one is in 2 segms for the High res and 1 segm for the Low res. If anything needs to be removed from this model, it will be harder than most.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#92
OverrideTexture compatible BF2 Snowtrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=807



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_snowtrooper (kama)(Pandemic)
SWBF2 imp_inf_snowtrooper (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt triangle and polygon lists for compatibility with my process.
- Made OverrideTexture compatible
   - renamed MODLs.
- removed cloth and collision chunks
- added kama from BF1 snowtrooper

Possible future edits:
- ??

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2  = "texturename"  // pack

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_snowtrooper.tga
imp_inf_snowtrooper_pack.tga

Notes:
- not much different from the BF1 model. I did it to continue the side and to further test new techniques. It may be a better model, but it seems pretty much the same to me.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#93
Released Assets / Jango and Boba Fett Variants
November 01, 2012, 05:49:20 PM
Jango and Boba Fett Variants

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=803

(sorry for the big screenshot)
[spoiler][/spoiler]

tirpider - editing
Pandemic - source materials
Special thanks to {Alpha}Boom27, Snake, and the rest of the folks at SWBFGamers.com for inspiring this series.

This pack contains several backpack/jetpack kama variations on the Jango and Boba Fett models.
No custom skins have been included, but all have been made OverrideTexture compatible.

Ther reason for this pack of hex-edits, is to provide the units without requiring the addon functionality, (I don't believe addon's support override_texture,) and to ensure the packs line up and include the proper shadows. (If you see one that needs adjusting, please let me know and I'll take care of it.)

The source models (OTC_BF2_Boba_Fett and OTC_BF2_Jango_Fett) are not included in this pack as they are part of an ongoing stock unit series and will be maintained seperatly. They can be found at http://www.swbfgamers.com/ .

Here are the details on each of the variants:

nopack - No pack
epack  - Engineer Backpack
hpack  - Shocktrooper Backpack
mpack  - Soft Backpack
rpack  - Rebel Backpack
spack  - Imp Snowtrooper Backpack
djet   - Darktrooper Jetpack
v1jet  - V1 Jetpack
v2jet  - V2 Jetpack

Units with a kama have "_kama" at the end of thier filename.

Units based on Jango Fett, begin with "jan_"
Units based on Boba Fett, begin with "bob_"

So if you want the Jango that has a Shocktrooper pack and a kama, you would look for:
jan_inf_hpack_kama.msh

I know it's a bit of a complex naming scheme, but I had to come up with something, so... there it is. :)

Q - 'Why on Earth did you put them all in the same folder like that?'

A - To keep a smaller file size for the archive. There are many tga's that are shared by many of the models.
I already feel a little bad for including the Pandemic original artwork, but they are there as place holders.
Making a folder for each model would leave me with 2 options:
1. don't ship the textures. (that would leave an extra step for those who didn't use the OT feature)
2. Put the textures in seperate folders with the models. (that would mean shipping many copies of the same tga.)

To help out, here is a list of tga dependancies
(be sure to grab the .option files of the same name where they exist.)

All the 'bob_' models use "imp_inf_bobafett.tga"
All the 'jan_' models use "cis_inf_jangofett.tga"
All the '_kama' models use "imp_inf_bobafett_jetpack.tga"

nopack - No extra tgas
epack  - "all_inf_engineer.tga"
hpack  - "Imp_inf_trooper_pack.tga"
mpack  - "All_Inf_Trooper_packs.tga"
rpack  - "All_Inf_Trooper_packs.tga"
spack  - "all_stormtrooper_hoth_backpack.tga"
djet   - "imp_inf_darktrooper_pack.tga"
v1jet  - "jetpack_prop.tga"
v2jet  - "rep_inf_ep3jettrooperjetpack.tga"

To make use of the override texture feature (I recomend this,) the following lines need to be in the unit's odf:
(replace texturename with the name of your texture, do not include the ".tga" part of the name.)
OverrideTexture  = "texturename"  // body, helmet
OverrideTexture2  = "texturename"  // jetpack

For units with a kama, then:
OverrideTexture2  = "texturename"  // kama

nopack only requires the first OverrideTexture.

Unfortunately, I cannot make the jetpack and the kama override texture compatible in the same unit without either dropping OT for the main unit, or rebuilding the UV's and tga's for the packs and kama. So I had to choose between packs or kama. I chose the kama for those that have it.


Parts were sourced entirely from the following:

SWBF1
all_inf_marksperson.msh   (backpack)(Pandemic)
all_inf_soldier.msh       (backpack)(Pandemic)
imp_inf_shocktrooper.msh  (backpack)(Pandemic)
imp_inf_snowtrooper.msh   (backpack and kama)(Pandemic)
imp_inf_darktrooper.msh   (jetpack)(Pandemic)
rep_inf_jettrooper.msh    (jetpack)(Pandemic)

SWBF2
cis_inf_jangofett.msh     (Pandemic)
imp_inf_bobafett.msh      (Pandemic)
all_inf_engineer.msh      (backpack)(Pandemic)
rep_inf_ep3jettrooper.msh (jetpack)(Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes: (using the OTC Jango and Boba models as a base)
- Most all of the geometry has been filtered through my process, so the triangle and polygon lists mirror the triangle strips exactly.
- Added, removed and altered many complete and partial MODL and MATD chunks. (I can't count the number of edits, but they were all basic, except for shadows.)

Possible future edits:
- I skipped the battledroid pack because I had some trouble getting it isolated. Perhaps I'll do it later.
- Possibly a custom set of textures. (If anyone feels up to skinning a pile of Mandalorians and thier new luggage, let me know)
- 3DOC error '46th polygon in 6th object is bad' ... It's the shadow for the kama and there is no 46th polygon (only 45.) I may redo the kama to make that go away, but it doesn't affect anything (munge or in-game), so I am not too worried about it.
-

Notes:
- This was interesting. I don't know If I'll take on another variant pack.... well.. if it's a good one, hehe, but not for a while.
- If you are using a jet effect, you may need to adjust it so that it is closer to the unit's back to line up with the jets. (about +0.03 along the z axis should do it.) I had to close the gap between the unit's back and the packs.
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#94
OverrideTexture compatible Darth Vader

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=800



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_vader.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Removed "noicon.pic" ref from materials.
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.
- Made lowres material 1 hardedged transperancy because you could see through his cape.

Possible future edits:
- Rebuild high res legs (particularly the knees.) [requires modeling, I can't do that]
- Rebuild lowres cape. It looks like an 's' attached to his back.

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body/hands/skirt (and cape for lowres only)
OverrideTexture2 = "texturename"  // head/helmet

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
Imp_inf_Vader.tga
Imp_inf_Vader_head.tga

NOTES:
- The noicon.pic didn't have to be removed, but it was annoying to click off the "texture not found" error in 3DOC. (been bugging me in several other msh's as well)
- No cape except the one in his lowres. Capes are a different project ;)
- I can't lie. I don't like this model. The art is good, but... The way it scales to the animations causes wierdness that hurts my eyes. Same with it's lowres. I think Pandemic's decision to keep it an an NPC was a good one.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#95
SWBF1 Modding / How do I munge Vader?[solved... sorta]
October 29, 2012, 04:05:19 AM
Has anyone ever got the SWBF1 Darth Vader to work right?

I have:
the msh in the msh folder,
the imp_darthvader.zaabin and imp_darthvader.zafbin in the munged folder
I have :SkeletonName              = "imp_darthvader"
SkeletonRootScale         = "1.14"
in the odf.
And : REQN
{
"zafbin"
"imp_darthvader"
}
in the unit's req

He is tall on the unit select screen (but his knees look buckled) and he is short while playing.
Is there more to him than I have already done?



-----------------------------------------edit
ok.. sorry about the unneeded post.
All of the above is correct, It's just a huge model.
I just thought it looked small in-game because he is a little squished... He actually is taller than everyone else, but the msh is just gigantic so even the scaled up animation and basepose squish him a little.

Sorry about the clutter post.
#96
OverrideTexture compatible BF2 Jango Fett

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=796



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 cis_inf_jangofett.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- re did the ENVL's to facilitate future edits.

Possible future edits:
- pack variations, head variations..?
- Perhaps, swap out Solo's side holster?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet
OverrideTexture2  = "texturename"  // jetpack

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
cis_inf_jangofett.tga
cis_inf_jangofett_jetpack.tga

Notes:
Just different enough to justify conversion. It's his leg holsters that make him different.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#97
OverrideTexture compatible Darth Sidious

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=795



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_darthsidious.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- removed cloth and cloth related collision MODL's.
- removed TX0D ref to "cis_darth_cidious.tga"
- Reordered materials so that the scene material (with no TX0D) is listed first like the other msh's
   - updated MATI's to reflect moved materials.
- Added a duplicate material with hard edged transperancy for the robe. OverrideTexture still works on it.

Possible future edits / un-resoved issues:
- Split interesting parts into individual SEGM's
   - Head / Head shadow
   - Inner hood
   - Cloak Shadow
- The lowres robe solution isn't perfect. There are still pieces poking out of it here and there, so be mindfull of the legs when reskinning.

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, robe, ect

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_darthsidious.tga

Notes:
This one was fun.
First, the biggest problem with the Emporer has always been the lack of a cloak to go with his neato hood. In BF2 it is made of cloth, so no problems. But cloth doesn't work in BF1... what to do.
I was thinking I could extract the lowres mesh and isolate the cloak and use that. It would require re enveloping and re weighting.. long and tedious.
Lukily, the shadow volume still had uv's. The MODL is hidden via the FLGS chunk, but it had them anyway, so I tried deleting the flgs chunk, and pointing the sv_ MATI to a proper material (one with a texture) and tried it in game.
Perfect. The cloak is there, uv'ed and moving perfectly with the body.
Of course, the sv_ had everything in one SEGM, so the rest of the model looked wierd with the overlapping geometries. But since it has UV's still, I used them to isolate the cloak via it's texture, like any other model piece. (No literal guessing at shadows.)
Another piece of luck, the ENVL for the shadow was exactly the same as the main MODL's ENVL. Usually, I have to re index it and adjust weights accordingly when moving pieces around. Shadows, being lower res don't always make use of all the bones. This one does. It had a full ENVL, I couldn't have asked for a better set up.

I doubt the other cloth substitutions are going to go as smooth, but now I know to check shadows and lowres for usable geometries when replacing cloth structures.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#98
Released Assets / OverrideTexture Compatible Units
October 25, 2012, 11:53:15 PM
OverrideTexture Compatible Units
(OTC units)

The goal of this series is to give all the playable units OverrideTexture compatability for convienience and consistancy in modding and side building.

(read more of my rambling here:)[spoiler]
A side effect is that it gives me the opportunity to address functional issues of some of the shipped assets.  Several of the models have unneeded hidden  geometries, defunct materials, stray polygons, ect.  Some I can fix, others I can't.   I will be aproaching each model with the intention of normalizing the preformance of all of them as a whole.

I will also be working on the Star Wars Battlefront II units.  The modifications I wil be making will be guided toward SWBF1 compatability.  They will still work with SWBF2 (as all SWBF1 models will, ) but added features, such as cloth, special collision chunks, and certain render types will be removed and a suitable repacement made with SWBF1 standards.

Almost all of the models will be identical in appearance and preformance to the originals.  The idea is that these can be used in place of the originals to enhance the flexibility of modding and side building.


Some of the changes to expect:

  • All units will be OverrideTexture compatible to varying degrees. (Including lowres models.)

  • Cloth geometries in BF2 units will be replaced, and suitible replacements found or fabricated.

  • Certain models will be "prepped" for ambitious hex-edits. (head swapping, ect..) I will also be saving my build environments for each. Contact me if you would like to explore one.

  • Random repairs. I'm just starting and every other msh has something that keeps it from it's full potential.
    (before 'repairing', I always try to determine if the part is intentionaly like that or if the fix will make it worse. I will always err on the side of preformance.)

  • Everything will be documented.  If you want to know what I did to a model, read the txt file included in it's archive.  If it doesn't make sense, ask me what it means, I'll be happy to explain.

I may not be able to do all of them for a variety of reasons, (Time, complexity, unavailability of cloth replacements, lack of testing capabilities,) but I will try to get to as many as I can.

As the project advances, I will be looking into the other side mshs (such as weapons, vehicles, and 1st person models) and assembling side builders for each of the sides the models are sourced from.  The animated player units should keep me busy for a while, so it will be some time before all that starts.

The recent posts won't alert you to each new unit (it was flooding the assets forum,) but I will bump this thread as milestones, such as a completed side, are reached.

v2 Update Notes:
Almost all the units had hard to detect problems. (Only one person reported it), but I resolved the issue with every unit anyway. Adding some "just-in-case" adjustments to the method used to do these OTC edits to prevent future issues.

Future units will wear the _v2 on thier archive name to indicate they have been rebuilt with the improved method, and if I need to update the method again, it will become _v3 and I'll adjust existing releases before moving forward again.

This will be very likely as I discover new methods of geometry conversion. But the OverrideTexture part will probably always be the hardest and a "by hand" process.

_v2 changes:
- reindexed MNDX fields. (it should import via ZETools now.)
- removed faulted animation tags (my fault from an error in an earlier program, not Pandemic's)
- normalized all weights
- rebuilt, the rebuilt triangle lists, and padded as needed.
- re-calculated padding on string values.

[/spoiler]

The unit downloads can be found under the spoilers in the next section, and in the OTC Units area in the downloads section of this site.



The Units

ALL - Rebel Alliance (23 of 27)(the last 4 are on hold)
[spoiler]
SWBF 1 units
unit  status - notes
- Luke Skywalker(Jedi)_v2           d/l ready
- Rebel Marksperson_v2              d/l ready
- Rebel Marksperson (snow gear)     (use Rebel Marksperson with OverrideTexture = "All_Inf_marksman_snow.tga" in it's ODF.)
- Rebel Pilot_v2                    d/l ready
- Rebel Snowtrooper_v2              d/l ready
- Rebel Soldier_v2                  d/l ready
- Rebel Fleet Trooper_v2            d/l ready
- Rebel Medic_v2.1                  d/l ready Updated Skin (Thanks, Unit 33!)
- Wookiee_v2                        d/l ready

SWBF 2 units
unit  status - notes
- Bothan Spy_v2                     d/l ready
- Chewbacca_v2                      d/l ready
- Han Solo(Smuggler)_v2             d/l ready
- Han Solo(Stormtrooper)_v2         d/l ready
- Luke Skywalker(Jedi)_v2           d/l ready
- Luke Skywalker(Pilot)_v2          d/l ready
- Luke Skywalker(Stormtrooper)_v2   d/l ready
- Luke Skywalker(Tatooine)_v2       d/l ready
- Princess Leia                     not yet - she needs a proper skirt
- Rebel Engineer_v2                 d/l ready
- Rebel Marksperson                 not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Marksperson (snow gear)     not yet - needs scaling and a neck/head skeleton adjustment
- Rebel Pilot_v2                    d/l ready
- Rebel Snowtrooper_v2              d/l ready
- Rebel Soldier                     Stock Unit is OTC with no need to edit.
- Rebel Vanguard                    Stock Unit is OTC with no need to edit.
- Tantive IV Trooper_v2             d/l ready
- Wookiee                           not yet - testing dreadlock solutions
[/spoiler]

CIS - Confederacy of Independent Systems (5 of 14)
[spoiler]
SWBF 1 units
unit  status - notes
- Battle Droid_v2       d/l ready
- Count Dooku_v2        d/l ready
- IG-88                 not yet - CodaRez fixed this one up better than I think I can.  I'll still work on it, but later rather than sooner.
GT link :*Improved* Stock IG-88
- Super Battle Droid    d/l ready
- Droideka              not yet

SWBF 2 units
unit  status - notes
- Battle Droid          Stock Unit is OTC with no need to edit.
- Count Dooku           not yet
- Darth Maul            not yet
- Darth Sidious         not yet
- Droideka              not yet
- General Grevious      not yet
- Jango Fett_v2         d/l ready
- Magnaguard            not yet
- Super Battle Droid    not yet
[/spoiler]

EWK - Ewoks (0 of 2)
[spoiler]
SWBF 1 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet

SWBF 2 units
unit  status - notes
- Ewok 1   not yet
- Ewok 2   not yet
[/spoiler]

DES - Jawa and Tuskens (1 of 2)
[spoiler]
SWBF1 & SWBF2 units are identical
unit  status - notes
- Jawa             not yet
- Tusken Raider_v2 d/l ready
[/spoiler]

GAR - Naboo Royal Palace Guards (1 of ?)
[spoiler]
SWBF 1 units
unit  status - notes
- Naboo Royal Palace Guard   d/l ready

SWBF 2 units
not yet
[/spoiler]

IMP - The Galactic Empire (24 of 24) (revising 1)
[spoiler]
SWBF 1 units
unit  status - notes
- AT-AT Commander_v2.1    d/l ready
- AT-AT Pilot_v2          d/l ready
- AT-ST Pilot_v2          d/l ready
- Darktrooper_v2          d/l ready
- Darth Vader_v2          d/l ready
- Imperial Pilot_v2       d/l ready
- Imperial Scout_v2       d/l ready
- Imperial Snowtrooper_v2 d/l ready
- Shocktrooper_v2         d/l ready
- Stormtrooper_v2         d/l ready

SWBF 2 units
unit  status - notes
- AT-AT Commander_v2        d/l ready
- AT-AT Pilot_v2            d/l ready
- AT-ST Pilot_v2            d/l ready
- Boba Fett_v2              d/l ready
- Darktrooper_v2            d/l ready
- Darth Sidious_v2          d/l ready
- Darth Vader_v2 (revising) d/l ready
- Death Star Gunner_v2      d/l ready
- Imperial Officer_v2       d/l ready
- Imperial Pilot_v2         d/l ready
- Imperial Scout_v2         d/l ready
- Imperial Snowtrooper_v2   d/l ready
- Shocktrooper_v2           d/l ready
- Stormtrooper_v2           d/l ready
[/spoiler]

REP - The Republic Army (1 of ?)
[spoiler]
SWBF1 units
-
SWBF2 units
unit  status - notes
- Ki-Adi-Mundi_v2 d/l ready
[/spoiler]


I've yet to catalog/start the following sides.
[spoiler]
GAM - Gammorean Guards
GEO - Geonosians
GUN - Gungans
JED - Jedi
SNW - Wampa
WOK - Wookiees
[/spoiler]

Tools Used in these edits:
[spoiler]

  • 3D Object Converter 5.0(unregistered) (3D model viewer/converter)
  • AEdiX v3.0.5 (text editor)
  • OpenOffice.org Calc v3.4.1 (spreadsheet)
  • XVI32 v2.52 (hex editor)
  • AutoIT v3.3.8.1 (scripting language)
  • My MSH tools built with AutoIT (TagSizeValidator.exe, MSH2chunks.exe, chunk2MSH.exe, SWBF_MSH_INFO.exe, and now SchMEe.exe)
I went through a lot of tools to find that the above suited my process (and budget) best.
Their features either supported my skills or compensated for my ignorance.
[/spoiler]


If you would like me to jump ahead to a specific unit, let me know. I have no set order to do these in.

Treat these models in the same way you would the stock models as far as crediting and usage is concerned. It's all Pandemic's work, I'm just hilighting things and adding the OverrideTexture to them..
_
tirpider@yahoo.com
Visit http://www.swbfgamers.com/
#99
OverrideTexture compatible BF2 Boba Fett

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=794



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_bobafett.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- removed cloth and cloth related collision MODL's.
- set MATI of 2nd and 3rd objects and jetpack to materials without specular. He fits in with the rest of the game better when he isn't so shiney.

Possible future edits:
- Split interesting parts into individual SEGM's
- Remove pack?
- Different jetpack or backpack?
- Helmetless? (whose head though?)

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet
OverrideTexture2  = "texturename"  // jetpack

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_bobafett.tga
imp_inf_bobafett_jetpack.tga

Notes:
- I still haven't checked Jango to see if the model is signifigantly different.
- uses the shadow from atstpilot. interesting.
- bone_root is parented to DummyRoot, instead of the main mesh. Doesn't hurt, just different than most I've seen.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#100
OverrideTexture compatible BF2 Stormtrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=791



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_stormtrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- removed hidden pauldron and packs from lowres (they weren't mirrored in high res)

Possible future edits:
- Split interesting parts into individual SEGM's

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_trooper.tga

Notes:
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/