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Messages - JazzMaster

#1
Great job, Gistech!! Can't wait for the release. It will be perfect for my Cato Neimoidia map :D
#2
Finally, A  TCW phase II clone pilot. Can't wait to see how it turns out! I love all these storm troopers too, especially the imperial jet troopers :tu:
#3
SWBF1 Modding / Re: [WIP] Umbara: Shadow Forest
July 05, 2015, 07:31:19 AM
This is amazing, Sereja! I may have to pick up a copy of swbf1 just to play your maps. The air base looks incredible.

If you need an accurate Clone Z95 Headhunter with animations for this map, let me know. I can hook you up   ;)
#4
haha yeah i haven't gotten around to making proper lowrez meshes for it :P the game still recognizes it as a lowrez mesh! the transition is kind of funky but it works!
#5
Well i was getting the Cheksel issue because i was trying to add another texture projection just for the bad polygons and scale down that texture projection ( which has the same sort of tiling effect as entering in a number in the texture repeats) but of course that didn't work.

Sereja, i did exactly what you said with merging a simple cube primitive with the model and it had no effect :confused:

RC, i exported it as a obj and re imported it like you said. no dice.  :( I may take you up on the offer to redo the UVs though if you're available to do so.  That would seriously rock.  All this UV stuff is about to make my head explode :slap:
#6
Here it is:

[spoiler][/spoiler]
#7
I have not exported it with a different program, i have only used ZE Tools to export. and i do not know how to access the checksel could someone help me with that?


My "wrap in U" and "wrap in V" are always on as well. does it have to do with the UVs on the polygon themselves?
What i dont understand is how the texture will tile its self on other polygons but not the ones with the stretching problem even when i set all the texture projection properties to be similar.

#8
Scaling down the texture will only cause it look even more blurry since it wants to stretch the single instance of the texture across the polygon cluster, instead of tiling the texture across like how it looks in XSI and what i would intend it to do.

The same texture and others will tile the texture just fine on other polygon clusters. I cant seem to figure out why the changes dont stick after exporting from xsi. A bit frustrating!
#9
Hello everyone :D

I am new here and have come in the wake of gametoast going down.

Certain textures on a model ive been working on converting to swbf2 (ForceMaster from GT's amazing venator) Look fine and are repeating in xsi but when i export them the textures are all stretched out and ugly. I've tried to get them to export probably but it hasnt worked out.

Here is how it looks in XSI:
[spoiler][/spoiler]

And Here it is in game:
[spoiler][/spoiler]

Any help is greatly appreciated, i am new to xsi and modeling in general.