Don't warry, I am ok, just a busy a little bit. (hunting for x-mas tree etc.)
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#2
3D-Modeling, Animation and Texturing / Re: ZE Model alignment with rotation
June 16, 2023, 07:08:51 AMQuote from: Led on June 11, 2023, 09:10:24 AMGood to see you Seraja...hope you have been well.I am fine, thanks!
Well, I actually dont have SWBF installed right now, so may missing something. Also SWBF1 and SWBF2 may using different named files for same purpose. If you modding SWBF2, your file with objects coordinates may have some different name, and could be in a different directories, but it surely stored in some project folders.
msh. files doesnt realy increase much map size, but textures does.
Here the trick I used long time ago: first freeze each wall in your 3D software (I guess this function has most of them), then import your walls and save them in ZE. In your project find odf file with coordinates, open it, find coordinate at least one of the wall, copy it, and paste to all other walls. Close and save. Each wall should be in place like in your 3D software scene.
#3
3D-Modeling, Animation and Texturing / Re: ZE Model alignment with rotation
June 09, 2023, 07:39:36 AM
Rotating something in ZE only makes sense if precision is not important. If you need a specific rotation angle and precise coordinates - i guess you need to edit World.odf text file (if i rememember it's name correct).
#5
General / Re: Under bombardment.
May 12, 2022, 02:31:46 AM
Heh, don't worry, just few new bombs doesn't enough to get me.
#6
General / Under bombardment.
March 07, 2022, 01:28:04 PM
Hi guys, I guess you're all already aware, about new russian invasion in my country. I happy to inform you, I am still alive, and successfully survived after few bombardment. Actually my home city of Odessa, still stay free and almost undamaged. I guess our big fight for the city still ahead.
I guess it's could be really sad, if such nice modder as me, losts head in this mess, so I wil try to be carefull as I can.
Best wishes guys, and hope someday we may back to tests new maps!
I guess it's could be really sad, if such nice modder as me, losts head in this mess, so I wil try to be carefull as I can.
Best wishes guys, and hope someday we may back to tests new maps!
#7
SWBF1 Modding / Re: Pychofred's Naboo Pilot model
February 22, 2022, 04:07:42 PM
I guess there is a sence to check my "Naboo: City of Theed" assets:
http://www.swbfgamers.com/index.php?topic=12724.msg117993#msg117993
http://www.swbfgamers.com/index.php?topic=12724.msg117993#msg117993
#8
SWBF1 Modding / Re: Pychofred's Naboo Pilot model
February 22, 2022, 09:01:04 AM
Nah, this model has bug about unfinished creating, not about bf1 or bf2 animations. There is a few weightpoints in the neck area, which autor seems forgot to envelope. It's can be fixed by XSI.
#9
3D-Modeling, Animation and Texturing / Re: ZE Tools Msh not appearing in game
February 19, 2022, 05:31:38 PM
Yep, here the problem:
The .msh under [Properties] line need to be deleted.
The .msh under [Properties] line need to be deleted.
#10
3D-Modeling, Animation and Texturing / Re: ZE Tools Msh not appearing in game
February 19, 2022, 10:16:43 AMQuotesereja you are back ? i hope we see a new map from you at some pointYah, I waiting for new maps too, but I have to finish study in Academy this year firstly.
#11
3D-Modeling, Animation and Texturing / Re: ZE Tools Msh not appearing in game
February 19, 2022, 06:07:12 AM
If model appears in ZE, but not in game - the problem might be in .odf file, not in the model. You better check if all model name lines filled correct.
#12
SWBF2 Modding / Re: Playable Imperial Probe Droid? (Not as a deployable remote droid)
January 31, 2022, 07:08:24 PM
Well, turning human unit in to the hover it's actually not a big problem, since you can add unlimited "hover jetpack type" by .odf.
Still, whatever it is, there is no other way to make probe droid playble as add for it human animation (as it was in the Bantha55's Hoth: Empire Strikes Back mod).
It's one of the easyest task in XSI. In fact all you need to do it's just import probe droid model, and any human model from assets, merge them together, delete human body and export probe droid with human sceleton. Here the more detailed tutorial for this: http://www.swbfgamers.com/index.php?topic=9388.0
Still, whatever it is, there is no other way to make probe droid playble as add for it human animation (as it was in the Bantha55's Hoth: Empire Strikes Back mod).
It's one of the easyest task in XSI. In fact all you need to do it's just import probe droid model, and any human model from assets, merge them together, delete human body and export probe droid with human sceleton. Here the more detailed tutorial for this: http://www.swbfgamers.com/index.php?topic=9388.0
#13
SWBF2 Modding / Re: Playable Imperial Probe Droid? (Not as a deployable remote droid)
January 31, 2022, 06:30:07 AM
Well, probably each unit needs animation to make him playable, so you need to add it by XSI. At least it's worked so in SWBF1...
#15
3D-Modeling, Animation and Texturing / Re: Is it possible to create a texture map after putting textures on a model in XSI?
August 06, 2020, 03:03:41 AM
I do not know if such function exist in XSI, but I getting texture map by using SchMEe.exe