Recent posts

#71
SWBF1 Modding / Re: Issue with recoloring Batt...
Last post by awjones3000 - April 06, 2024, 08:58:36 AM
I appreciate your help.  I was able to find a plugin for paint.net which hid the alpha.  Once I am finished with my edits, will I need to revert the alpha back to what it was before, or will the game be able to correctly read the texture?

I found the blender .msh plugin so I am able to import and view the character models and their UVs!

In addition to that, is munging the newly edited texture the only way to apply it?  Or does hex editing the texture onto the msh work?
#72
SWBF2 Modding / Spaces Maps Crashing
Last post by drbob76 - April 05, 2024, 04:52:00 PM
Whenever I try to load a space map, or the Knightfall mission in campaign, the game stops and cuts to desktop. How do I fix this?
#73
SWBF1 Modding / Re: Issue with recoloring Batt...
Last post by Unit 33 - April 05, 2024, 08:10:01 AM
Quote from: awjones3000 on April 05, 2024, 07:54:33 AMI use paint.net, however I guess I should download GIMP and try again.  Thank you for the shout about the alpha channel.
Okay. I'm not too familiar with GIMP, but on the right hand side you will see panels for:

Layers | Channels | Paths

Go in channels and 'hide' the alpha channel so the image doesn't look transparent to you.

When making your edits to the tga, make sure the R G B channels are all selected.

The main thing to remember about tgas for Battlefront is that when you save / save as, it will ask if you want to have RLE Compression. Click no, or else it won't load in game properly.
#74
SWBF1 Modding / Re: Issue with recoloring Batt...
Last post by awjones3000 - April 05, 2024, 07:54:33 AM
I use paint.net, however I guess I should download GIMP and try again.  Thank you for the shout about the alpha channel.
#75
SWBF1 Modding / Re: Issue with recoloring Batt...
Last post by Unit 33 - April 05, 2024, 07:45:59 AM
What image editing software are you using?

The tga has an alpha channel which gives the image file transparent qualities if (for example) opened as a preview.

Star Wars Battlefront and many other games use alpha channels to tell the game to give the the model certain qualaties.

With the stock battledroid, the alpha channel is used to tell the game where to add chrome-like shininess.

In most image editing software you should be able to open and edit the image file without seeing the transparency effect.

#76
SWBF1 Modding / Issue with recoloring Battle D...
Last post by awjones3000 - April 05, 2024, 05:20:18 AM
Hello,

I checked out the tga files for the B1 Battle Droids, wanting to do some reskinning, but their files are almost totally transparent.  I am assuming the tga images are used for detailing of the model, and the model itself is just prefab'd with the main color of the droid (that tan color or whatever).  I was wondering for anyone who has had success in reskinning a B1 Battle Droid, how were you able to do so?

Thanks!
#77
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Led - April 04, 2024, 04:07:44 AM
The high heels are perfect for maintaining balance on the edge of Cloud City  :tu:
#78
Released Assets / Re: Unit 33's Rebel Marksman
Last post by 411Remnant - April 03, 2024, 08:16:00 PM
 :tu:  Really happy to see that we can have an un-ugly sniper in battlefront now.
#79
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Unit 33 - April 03, 2024, 01:10:11 AM
Quote from: Ty294 on April 02, 2024, 05:21:46 PMVery nice job!

Out of curiosity, did you test to see how many render in-game at once?
I didn't notice too much egregious low rez flipping, but then I used the Tirpider hack for the low rez (so it's less noticable).

btw it's 1,865 triangles

Quote from: Giftheck on April 03, 2024, 01:03:29 AMMy assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.
TY may be referring to the fact I work in Blender - a few of us that use the SK blender addon have a suspicion that something about the export is slightly more taxing for stock BF1, even if model edits are minor.



#80
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Giftheck - April 03, 2024, 01:03:29 AM
My assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.