Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - tirpider

#1
Released Assets / Re: DEVISS SWBFdepot assets pack
December 17, 2020, 10:08:40 PM
Just passing by.

tried with Chrome on windows 7 (32-bit) and it does not save.

Right click > save as produces the error below.

Opening Anyder's link in a new tab works, however control-clicking it does not. (control click is supposed to open a link in a new tab.)

I checked my pop-up settings for this site and it is set to block by default, however changing it to allow and refreshing changed nothing.
#2
Released Assets / SchMEe AutoIT src v0.0.6.25
May 17, 2020, 12:26:35 PM
SchMEe AutoIT src v0.0.6.25

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1550

This is not an updated version. The dropbox links for the last version are dead so I uploaded the file here.

SchMEe information can be found here
#3
SchMEe SWBF MSH editing/repair/conversion tool v0.0.6.25

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1549

This is not an updated version. The dropbox links for the last version are dead so I uploaded the file here.

SchMEe information can be found here
#4
It's been a few years, but Bespin: Cloud City. The futile madness of that back corridor. I could die there for hours.
#5
SWBF1 Modding Tutorials / Re: [info].msh structure notes
December 26, 2017, 08:53:05 PM
Awesome! I'll update the above when you post it.

I don't even know if it is a field the original xsiaddon would produce. (Going off memory so I may be wrong about this) I gathered a lot of information from ancient, exotic places online. One that comes to mind is a modding community for the old Battlezone game, they have a lot of tags that don't exist in Battlefront MSH files. So some of the stuff may be depreciated data structures that the mungers would just ignore or try to smash in with a surrounding tag.
#6
I remembered posting this a while back. It's not specifically about what you're doing, but he covers the basics of weights really well.

Quote from: tirpider on November 05, 2016, 11:35:51 AM
minilogoguy18 made an excellent set of videos that covers setting up a custom model that doesn't quit fit the game skeleton using the Softimage Mod Tool 7.5. It's on JKHub and it's for Jedi Knight, but the technique and concept are the same.

[JKHub.org] Softimage|XSI JO/JA skeleton (bones+tags) and compiling guide

In the first video, he begins selecting a leg that does not line up with the skeleton.
Then at ~8:28, he goes into rotate mode and selects pick object reference which specifies a point for the selection to rotate around. Then he simply rotates the leg into place.

The same technique should work for getting a model from an A-pose (arms at an angle) to a T-pose (arms straight out).

edit: heh, just realized It was from one of your previous threads. Sorry if it doesn't help.
#7
Amazing. A very cool endeavor, SK.
#8
SWBF1 Modding / Re: Map 3d landscape data
June 06, 2017, 12:33:49 AM
No idea at all.

I focused on msh files and only took a cursory glance at the ter's.
#9
SWBF1 Modding / Re: Map 3d landscape data
June 05, 2017, 11:44:18 PM
The one I tested came out as 127 mb. It was itself a test file for something else, just the only one I could get to without having to find a box in my closet.

I'm no expert, but I believe most games use a similar way of making the ground. The big difference being whatever method they use to store and process it from asset to in-game resource. Typically a proprietary/in-house method that works with whatever tools they've made. The SWBF mungers will take the ter files and make them into an optimized resource for the game. Blender won't have those sort of optimizations in it's exporters, unless someone makes one for it.

Not being an expert, I just said that out of conjecture. I'm probably wrong in a way that I can't imagine. But the end result is that .ter files were not meant to be .map files. There will be some differences. Some big, some small but big enough to break the file.

edit: and that's the catch when migrating file formats. Things get lost. Even between different iterations of the same format (.msh from SWBF2 to SWBF1, for instance,) cloth and collisions get all goofy. I think that even the flags for material renderers and effects changed a bit. More extreme, you go to an obj and everything but the geometry and basic texturing is lost (hard points, bones, weights, ect). Which is cool if you are prepared to do everything but create new shapes to get it working in whatever your destination is. Converting dev assets is tricky business.

I remember someone on Gametoast was working on a program to manipulate ter files outside of ZeroEdit. Don't know what became of it. I'll dig around and see if I can find it. Might be something in it to help you do your thing.

edit:
Bah. Didn't find it or I remembered things wrong. I did find theultimat's tga2ter program, which turns a tga height map into a ter. Not sure how useful that would be.
#10
SWBF1 Modding / Re: Map 3d landscape data
June 05, 2017, 08:00:06 PM
3D Object Converter can open them. I do not believe it will handle any textures or coloring though.

It's a shareware program (one of the few I have bought) but it's pretty handy as a viewer and converter if you work with many obscure formats.

edit: testing it now (it's been a while)... it is slow to load, which is as I remember.
But it does load, and it can export into whatever. Trial may limit your options.

edit: the 4 million plus vertices and resulting 2 million plus triangles might be why it grinds everything to a halt.
I gave up on opening an exported obj of a ter file in 3d Object converter and tried Noesis (it's usually pretty quick). It even choked on it a bit. Noesis wont load SWBF ter files, btw.
#11
Can't really claim an all-time favorite. I like some from all of those listed, and absolutely love some one-offs from smaller devs.

If I had only one invitation to a fancy dinner for the dev of my choice, it would be either the Pandemic team or the old LucasArts game people (whoever made X-Wing a thing, never checked).

No love for mega sized publishers though. They're just in it to turn a buck, and as such are no different than bankers, imo.

edit: I don't have a favorite banker.
#12
Released Assets / Re: Jetpack Addons
January 24, 2017, 03:36:46 PM
Quote from: CrazyGentleman on January 24, 2017, 08:31:48 AMP.S. Apologies for further necro-posting this thread.

If an old thread needs to come back with relevant questions or information, it's not necro, it's consolidating effort and reducing new topic spam. (I hate sorting through a pile of threads where one would do.)

That said, I apologize for not knowing anything about BF2 and cluttering things up more. Just felt that since I put this topic out here, I should at least admit I don't know how to solve Cpt Rex's problem. (pretty sure it's something lost in the differences between BF1 and 2 ODF settings.)
#13
Released Assets / Re: Jetpack Addons
January 23, 2017, 11:08:01 PM
It all looks good to me.

Did you include animation files?
(imp_inf_vader_cape.zaabin and imp_inf_vader_cape.zafbin)

... wait a min.
ClothODF

When I made this pack I was working exclusively with SWBF1 (no cloth and various other differences.)
I don't think those zaabin and zafbin files will work with SWBF2. Someone with SWBF2 munging experience should though.

The ODF settings might be different as well. I don't know if they improved addons in SWBF2 or not.

The actual msh files should be fine though.
#14
minilogoguy18 made an excellent set of videos that covers setting up a custom model that doesn't quit fit the game skeleton using the Softimage Mod Tool 7.5. It's on JKHub and it's for Jedi Knight, but the technique and concept are the same.

[JKHub.org] Softimage|XSI JO/JA skeleton (bones+tags) and compiling guide

In the first video, he begins selecting a leg that does not line up with the skeleton.
Then at ~8:28, he goes into rotate mode and selects pick object reference which specifies a point for the selection to rotate around. Then he simply rotates the leg into place.

The same technique should work for getting a model from an A-pose (arms at an angle) to a T-pose (arms straight out).
#15
Requests / Re: TCW Obi Wan SE3 body texture missing
October 17, 2016, 02:32:44 PM
I haven't compared any of these CWA .dme models to the SWBF .msh models, but they definitely have a different sense of proportion (longer arms and legs, it seems). Do they actually fit on the SWBF skeleton and animate without distortion?