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Messages - i2Bros

#16
Released Assets / Re: Raigiku's Assets
February 17, 2018, 04:51:39 PM
Quote from: Raigiku on February 17, 2018, 04:43:18 PM
I will update this thread when I make or port more models. It is necessary to at least credit me if you want to use these assets. Have fun! :huzzah:
B1 Grapple Droid [includes animation, odf, msh and req]

http://www.mediafire.com/file/8r11vmxpk1r3xpa/B1%20Grapple%20Droid%20-Raigiku.zip
Credits:
Raigiku - For creating the hands of the model and editing the texture.
Pandemic Studios - For creating the rest of the model and textures.
Republic Heroes E-5

http://www.mediafire.com/file/b3a5i2eiof3v3zv/TCW%20E5%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Krome Studios  - For creating the model and textures.
Republic Heroes DC-15

http://www.mediafire.com/file/6hf2sfwkc5yn80c/TCW%20DC15%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Krome Studios  - For creating the model and textures.
Count Dooku Lightsaber

http://www.mediafire.com/file/h6f0ie39191idyh/Count%20Dooku%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
Aayla Secura Lightsaber

http://www.mediafire.com/file/p3sur65bzsgp309/Aayla%20Secura%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
Kit Fisto Lightsaber

http://www.mediafire.com/file/7a9ll1rm9rn0auf/Kit%20Fisto%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
Mace Windu Lightsaber

http://www.mediafire.com/file/spx1pu2884fpya4/Mace%20Windu%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
Shaak Ti Lightsaber

http://www.mediafire.com/file/9yakccf4ocb69qt/Shaak%20Ti%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
Asajj Ventress Lightsaber

http://www.mediafire.com/file/ee39jubtg3zy2ua/Asajj%20Ventress%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Daybreak Game Company LLC - For creating the model and textures.
B2 Super Battle Droid [includes animation, odf, msh and req] (doesn't include lowrez mesh)

http://www.mediafire.com/file/a3s2cq05su6asvt/TCW%20B2%20SBdroid%20-Raigiku.zip
Credits:
Raigiku - For importing the model to Battlefront 2.
Calrissian97 - For adding the glow.
Krome Studios - For creating the model and textures.
Those hilts you converted are basically pure gold. Thanks man,  awesome work!
#17
Requests / SWBF1 maps luas for SWBF2
February 13, 2018, 01:08:00 AM
Does someone own those assets? And if not, converting from bf1 assets is worthy of an attempt? Can I easily copypaste the lines of a bf1 lua and with some tweak here and there turn it into a legit swbf2 lua? I want to put the old maps into my mod, because I was running short of slots for legions and because more maps are always cool. http://www.moddb.com/mods/the-battles-of-the-clone-wars
Thanks for reading ;)
#18
Quote from: Sereja on January 22, 2018, 11:26:51 AM
Thanks. There's really a lot of buildings, so you can create your own city. :D
I am not retired yet, but really busy days do not let me turn on my PC sometimes. Still, I may release another one map, as soon as it will be finished. It calls "Quarzite: Subtram" and it's very small, limited by actual size of this subtram.
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
The map have crazy gameplay because of this, but still needs localization, camerashots, movie, readme etc.

OMG Sereja you are a living god!
Please I am begging you on my knees help me converting this one to SWBF2 so I can use it in The Battles of the Clone Wars mod.  It would be so amazing Disney would probably give me a license to publish the mod as a standalone lol
Your Umbara map fit the mod amazingly, despite the bugs and crashes people love it and they made so many videos about it. Please I am crying as this emote can prove :'(
#19
Quote from: Gistech on January 21, 2018, 12:59:39 PM
It should be fine to convert - conversions of Sereja's maps have been done in SWBF2. The biggest issue is the effects.

Hey, Sereja, I'm curious - what's next for you? You've done a ton of great maps for this community, and I can't help but wonder if you deserve a break for a while - this one in particular looks like it took a lot of time to make.
I hope he inspired more people to mod like he did with me and many others. This community can get bigger and on moddb swbf2 is the second most popular game.
#20
amazing bro! I would convert this gold to swbf2 if i knew how.
#21
Released Assets / Re: Improved E-11 Blaster and E-11C
January 19, 2018, 01:54:15 PM
the detail is amazing :o
#22
Is there a complete tutorial? I can spend my time on this stuff, and this would actually bump up the developement of my mod. Also I was trying to envelope a Rebels Stormtrooper model from a pinball game, its awesome and it could open the doors for some Rebels mod, since nowadays everyone makes TCW mods cause the assets for that are really accessible
#23
Requests / Ahsoka Animation requested (msh included)
January 17, 2018, 10:33:00 AM
Since I have no clue how to munge animation, please help me with this one!  :'(
I am including a download, so the task will be easy.  This is for my mod TBCW. http://www.moddb.com/mods/the-battles-of-the-clone-wars
Whoever will help me will be granted "a substantial reward" *machine breathing
animation to munge: https://www.dropbox.com/s/yznhbf0riqmpg7n/ahsoka.rar?dl=0
#24
Quote from: Gistech on January 17, 2018, 09:19:53 AM
Look at the setup of the Wookie, or the Jawa, or Yoda. I believe there's some answers in their ODF files.
No, they get messed up in zetools, let alone in game.
#25
Quote from: Gistech on January 17, 2018, 07:45:06 AM
From what I remember you would have to individually move the bones on your skeleton, export the skeleton as an .msh file and munge the mshs into zaabin/zafbin.

I see, but when I move the bones and envelope the model shapes in weird ways, like if it wants to resemble the movements I previously set on the bones.
#26
Am I missing something? I can export model and envelope them but I can't place bones in the right place, so my models always end up looking messy. Is there a way to move the bones without having to make a new skeleton and a new animation?
#27
Quote from: Gistech on January 13, 2018, 03:31:28 AM
Nope. Disney do not control the canon. The LucasFilm Story Group, who are comprised of the "Holocron Keepers" of old, do - in other words, the likes of Leland Chee, Pablo Hidalgo, and Dave Filoni to name a few. Dave Filoni, showrunner of TCW, has said that DC-15A was correct, and that decision predated the Disney purchase, as did the Visual Dictionary which explicitly named the long blaster as the DC-15 without a suffix.

Saying "Disney canon bs" is equivalent to saying "Fox canon bs" when Fox were distributing the films, or "cartoon network bs" when Cartoon Network were doing TCW. That's all Disney are doing here: distribution.

At this point, though, I'd like to drop the subject as an asset release thread is perhaps not the best place to have this debate.
Guns are the same, names are meaningless in all of this. Interesting though.
#28
Quote from: Gistech on January 12, 2018, 08:40:26 AM
You're half right. What had previously been assumed to be the DC-15S is actually called the DC-15A.

This is the DC-15 Blaster Rifle:

[spoiler][/spoiler]

This is the DC-15A Blaster:

[spoiler][/spoiler]

There is no DC-15S in canon.

Yeah because of disney canon bs.
#29
Requests / Hexediting to add vehicles?
January 07, 2018, 06:18:18 PM
Hello folks! I wanna add some fancy ships to a vanilla map, but I can't use zero editor, cause I am working on win 10. Is there a way to hex edit map .lvl so that I can use vehicles? Or is there a way to skip zero editor and add custom vehicles to vanilla maps?
#30
Quote from: Anyder on January 02, 2018, 12:21:06 PM
Be careful with what u make transparent  ;)

If you want to enable transparency, open up your .msh file with a hexeditor and find the name of the texture to which you're going to give transparency (search for .tga), say it's rep_inf_sharpshooter_cape.
Once your cursor is on the name of the .tga, move it back a few places to where it says HBATRB - place your cursor on the place immediately after the last "B."
The next 8 places should be:

      04 00 00 00 00 00 00 00

Change that to:

      04 00 00 00 04 00 00 00

Then save the msh file and give your actual texture an alpha channel.

does this work with reflection too? can i make this with softimage instead? I am not comfy with touching rough lines of code.