SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: 411Remnant on April 29, 2014, 07:54:45 PM

Title: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: 411Remnant on April 29, 2014, 07:54:45 PM
If anyone is interested I would like to make somethnig of a simple kitbash request.

If I can gets this models head..
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHNuTn5o.png&hash=64f519a5bb634616c7b4a3b26cb77374a64234c6)[/spoiler]

kitbashed to this body...
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1ki3E3P.png&hash=ae4d0af9b49add4ac69418a597a679c2a0c03d73)[/spoiler]

to get something like this...
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FI1li8zS.png&hash=68d57940131bf475af92ecd7d3894be002f72aec)[/spoiler]

With the backpack removed and using the recruit model(no kama/cloth thing).

I would be very grateful. Plus your name will be added to the credits for the mod im working on.
http://www.mediafire.com/download/2cddl42naegwdsa/kitbash+request.zip
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on April 29, 2014, 08:42:35 PM
Try this out in-game, feedback appreciated (mainly because I would have made my first successful re-envelope/re-animate!)

Edit- Whoopsey, forgot to get rid of the backpack.. Attached another variant matching the criteria.

edit- Removed links due to updated fixed versions bellow.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: 411Remnant on April 29, 2014, 09:18:29 PM
Impressive work Repculic Commando.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMskK18Z.jpg&hash=8108f78e824b937ef24f2169a447aec448b8fdae)[/spoiler]

Something that may need some improvment is his back side. Perhaps more pixels in this area?
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on April 29, 2014, 09:36:37 PM
Ah yes, there is a gap in his neck..

Attached is the fix. (Contains both no_pack and ordinary version, incase anyone else wanted to do stuff with those models.)

On a side note, I can now move onto animating the long awaited Selkath model, since I've got this guys animation working!
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: Phobos on April 30, 2014, 02:47:42 AM
Quote from: -RepublicCommando- on April 29, 2014, 09:36:37 PM
On a side note, I can now move onto animating the long awaited Selkath model, since I've got this guys animation working!
I am looking forward to this good luck!
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: Snake on April 30, 2014, 08:42:35 AM
Nice, very cool model.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: 411Remnant on April 30, 2014, 08:33:30 PM
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fyh1g1Qc.jpg&hash=7369028ffdba6077f21eaab0aab17f8b4d03aa5b)

Im not sure why but I think he is way blockyer than I remember. The other units look just fine. Im not quite sure what the problem could be. He looks the same way in msh viewer also.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on April 30, 2014, 08:40:34 PM
Yeah he looked like that in XSI too.. Thought it was just XSI, but it looks like the normals   (it defines how direction light is smoothly applied to each triangle or square making up the model, making it look smooth and unified. So if they are all a tad different (or not existent), then it looks blocky like you see there)   are messed up.

Now, I have no idea how to fix it, but I know it comes from reimporting something with ZETools, maybe ZETools doesn't import it's own normals correctly? Or maybe I have an old version of it..

At this point, I'm thinking Tirpider would know more about it than myself (since normals would be stored in MSh as some chunk), so *Help me Tirpider, you're my only hope!*

--I think there's a smooth normals function burried in XSI somewhere, I'll try and hunt it down..
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: 411Remnant on April 30, 2014, 08:43:08 PM
Your first attempt looked perfect both in game and in msh viewer. Perhaps somewhere along the line after requesting that empty space behind his neck area to be filled that error occured.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: MileHighGuy on April 30, 2014, 09:27:25 PM
I think you got hard edges on the mesh.

look here

http://www.edharriss.com/tutorials/tutorial_xsi_remove_hard_edges/hard_edges.pdf
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on April 30, 2014, 09:48:07 PM
That appeared to do nothing, I think there's something wrong with the User normals.
I think I read something about ZETools having an update because of it, I think I'll try that.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: 411Remnant on May 06, 2014, 07:25:32 PM
kind of unrelated but how would I remove specular from a unit that has it? Say if im only using msh viewer?
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on May 06, 2014, 07:33:01 PM
Well, there's this http://www.swbfgamers.com/index.php?topic=4253.0

But unfortunately I don't believe you can really alter a model in the way you wish with just MSH Viewer (that would be kind of neat, though)
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: RepComm on November 27, 2017, 08:16:07 PM
Okay, so Cdt Fox needed this model without the annoying blockiness (normals not averaged).
I thought of several ways to try and fix the problem:

-XSI Mod Tool plugin to modify the normals (since Mod Tools is stripped down, w/o ability to do this), which I found here:
https://github.com/Gotetz/UserNormalTranslator

-Export to blender and fix them there, then go back to xsi (UGH, blender imported everything crazy and broken)
and blender also currently lacks an FBX 6100 importer (it uses 7100+)

-Randomly click buttons in XSI to get it to work.. Yes, this worked, and I figured out how to reproduce.
(https://www.swbfgamers.com/index.php?action=dlattach;topic=7757.0;attach=7057;image)
In this case, ZETools generated a property named "ZETools-NormalsProperty" in the main Cluster (Sample, on mine), and simply deleting it has solved the problem.

Attached in the fixed version of the request.. three years later.
Title: Re: Requesting HeadSwap Kitbash #1(pre emprial engineer)
Post by: i2Bros on November 28, 2017, 12:56:44 AM
Hey I have a kitbash request too! I wanna put a Warthog head on the TCW clone trooper body. I will credit you forever. This is the mod I am working on: http://www.moddb.com/mods/the-battles-of-the-clone-wars/#6769390

that's the link of the msh: https://www.dropbox.com/s/rnlrzolhmhkcl5s/i2Bros_TCW_Warthog.rar?dl=0
EhPortal 1.34 © 2024, WebDev