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

Topics - Sereja

#81
Released Assets / Sereja Boiler Pipes
June 01, 2013, 08:25:31 AM
Sereja Boiler Pipes

This is my Boiler Pipes.

[spoiler][/spoiler]

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=967

Known bugs: collision almost not works. Reason: too many pipes.

You can edit it as you wish, but if you release it in your mod, you should credit me.

Credits: me, Sereja.
#82
Released Assets / Sereja StormFeluciaTrooper
May 22, 2013, 12:26:22 PM
Sereja StormFeluciaTrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=959

This is my StormFeluciaTrooper model.

[spoiler][/spoiler]

Sorry, I did not made a lowrez for him.

You can use it, as you wish, but you release it in your mods, you should credit me!

Credit's: me, Sereja.
#83
Sereja's Tutorial: Adding Animated Body Parts.


Sorry, in this tutorial, I will not explain, how to open XSI Mod Tool, since, I already done this, in my previous tutorial: Animated Door Creating:
http://www.swbfgamers.com/index.php?PHPSESSID=dcd8282a9a66c622fbae37ca6c01686e&topic=5433.0

So, you prefer modern fashion, and wish to put on, some new helmet? That's not a problem now.

Step 1.
Import Models.


First, you need to choose, what basic body, and what addon parts, you wish to have. Addons, you may easy create by yourself, or take some, from already exist models. So, for example, let's try add stormtrooper helmet, to Luke body. Copy this models, from Assets folder, and put them in to the next directory:
C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models
Open new Scene, with your XSI Mod Tool, and create Null, in your choosed  window, for Explorer.
Click: ZETools>Import MSH, and choose your model directory:
C:\Softimage\Softimage_Mod_Tool_7.5\Addons\ModTool_Database\Models\imp_inf_stormtrooper.msh
Than, click Import button.
Now, you should see, a stormtrooper model, with lot of colorfull bones. You need only a helmet, so, in Explorer window, you need to start clicking, on tiny bone "pluses", till, you open all hierarchy tree, and find model, named Imp_inf_Trooper_Helmet.
So, drag it, in to your just created Null. Now, click on DummyRoot, by left mouse button, then click middle mouse button, and then, Delete button, from your PC keyboard. Well, now you got only the helmet. Let's edit it, a lttle bit.
Click, by left mouse button to helmet, so, it should become white. Under Modify panel, click Poly.Mesh>Weld Boundary Points/Edges, and set Distance 0,002, in pop up window. This, should fix disconected polygons, and sharp edges problem. Next, under Modify panel, click Poly.Mesh>Quadrangulate. This, should decrease no needed triangle polygons.
So, it's now, time for body. Import, with ZETools all_inf_Luke.msh, just like you done with imp_inf_stormtrooper.msh. You may done the same improvements, with each part, of the Luke body, just like you done, for stormtrooper helmet.
Also, you will need to hide some parts, like sv_luke (shadow), hp_weapons, bone_root, by just click "H" button, from your keyboard. Now, when you finish with improvements, drag Imp_inf_Trooper_Helmet model, in to the DummyRoot.

Step 2.
Animation.


Change purple Model theme, to green Animate theme. In Luke bones hierarchy tree, find bone, named bone_head, and you may unhide it, by clicking "H".
Now, click on Imp_inf_Trooper_Helmet, and under Deform panel, click: Envelope>Set Envelope>Yes, in pop up window. Your cursor, should be changed to "pick", and now, you must not click at anything, except bone_head null. After that, just click right mouse button. That's it! Your animated helmet is ready. Now, just click left mouse button, on DummyRoot, then click middle mouse button on it, click ZETools>Export MSH, and check the model in game.

What? You expect something more difficult? Nope. It's just a matter of few "clicks".

Well, if you have more time, you may also edit shadow, by improve polygons, etc.
Also, if you wish to add more complicated part, like a bag, or breathe pipes etc. which may have more than 1 enveloped bones, you need, to separate such addon to a parts, and envelope each part separately. Then just merge animated parts to single mesh, by clicking under Create panel Poly. Mesh>Merge>Mege Materials, UV, etc.>Merge Shape Animation, Envelope etc. Than edit animated points, to make them belonged to correct bones, by clicking, under Select panel: Point, than hold Alt, and click on points, you wish to change. Then, under Deform panel, click Envelope>Reassign Localy, and choose bone, which those points must be belonged.

Happy 3D Modeling! :)

edit by tirpider: tagged title (you had it tagged, just added brackets and changed the icon to !)
#84
Released Assets / Sereja's revolver Smith & Wesson
April 27, 2013, 08:41:14 AM
Sereja's revolver Smith & Wesson

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=947

This is my revolver Smith & Wesson (Indiana Jones gun).

[spoiler][/spoiler]

You can use it, as you wish, but you release it in your mods, you should credit me!

Credit's: me, Sereja.
#85
Released Assets / Sereja's Monster Wheels Turret
April 06, 2013, 12:35:23 AM
Sereja's Monster Wheels Turret

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=933

This is my, Monster Wheels Turret.

[spoiler][/spoiler]

The model is almost stock. I just add the wheels.

Known bugs:
I do not know, how to make correct vehicles collision, so, if you try use it as vehicle, it will have terrain collision bug. The wheels, are sunk, under terrain level, and if you add wheel collisions:
Terraincollision   = "p_v-cylinder-tripod1"
Terraincollision   = "p_v-cylinder-tripod2"
it just stuck, and will not move.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#86
SWBF1 Modding / [WIP] Naboo: Otoh Gunga.
March 27, 2013, 01:23:32 AM
Well, as far, as I know, this map, is far away from finishing, and it's still under "modeling stage". But some panoram view, already look's beauty, and I, deside to share some of the nice pics:
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
#87
SWBF1 Modding / Water till size decrease?.
March 18, 2013, 03:10:23 PM
Well, I try to set my "bongo hangar", and figure out, that default water tills, are very big, for accurate bassin, specialy, if it have "soap" shape...
So, the question is: is it possible, to make them smaller?... (maybe by hex editing?)
#88
Released Assets / Sereja's Grey Alien
February 19, 2013, 06:55:29 AM
Sereja's Grey Alien

This is my Grey Alien (Mr. Grey).

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=909

[spoiler][/spoiler]

Instalation: create your custom side, and extract files, to same the named folders.
This model, needs Ewok animation, so, you should add the names of it, in to your REQ file.

You can use it, as you wish, but if, you release it in your mods, you should credit me!

Credit's: me, Sereja.

Idea: Phobos.

Enjoy!
#89
SWBF1 Modding / Sound Region not works.
February 17, 2013, 12:46:47 PM
My sound exploration continues, but those Sound Regions, still not works. :(
I am use tutorial: "HOW TO ADD CUSTOM SOUND By Vyse", and here the my visual hierarchy connections explanation of it:
[spoiler][/spoiler]
So, if you know something about sound regions, please, help me figure out, what am I miss, or making wrong.
#90
Released Maps and Mods / Sereja's Death Star: Interior
February 07, 2013, 11:48:12 AM
This is my converted version of SWBF2 map: Death Star: Interior.

link:
http://www.swbfgamers.com/index.php?PHPSESSID=f943b40addc5ab088c48da7836357c4d&action=downloads;sa=view;down=907

pic:
[spoiler][/spoiler]

Features:
1. My models, effects, reticules and huds; hex edited sides;
2. most weapon are chargable;
3. killable jedi;
4. 5th weapon added;
5. 2nd, and 3rd locals added;
6. decreased effects sides added;
7. SWBF2 sound effects added;
8. working (in most parts) SWBF2 turbolaser effect;
9. magnetic sealed garbge room.

Instalation:

1. Put the 010 folder in to your C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn folder

My map, as usualy, overload by effects, so, if you use slow PC, you have to use my "decreased effect sides": from my Decreased_Sides folder, put them, in to your C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\010\Data\_lvl_pc\Side folder, make backup first.

Easter Egg contest: just find my avatar pic, and you win!

KNOWN BUGS:

1. Muzzleflash effects become appear in random places. Not sure, but looks like this bug was added by SWBF creators.
2. Muzzleflash effects, in some reason absorbed by reflection regions, so, may dissapear.
3. Charge weapon sound not works: com_weap_charge for GCW, and bowcaster_charge for CW. Reason unknown.
5. Magnetic lock, works only in certain spots of garbage room. Reason: it sure take some infantry count memory, and if I make it more solid, it may increase "infantry meditation" percent.
4. During turbolaser fire effect works, it may cause appear of some "black spot" (origin unknown).
Well, in some theory, it may cause because, when reactor energy translated to plasma rim linze, it cause collide of the electrons, and as result, micro black hole, may appears...  Anyway, till now, I have no other, more realistic explanation for this...

Tester: Kit Fisto.

Enjoy!
#91
Released Maps and Mods / Sereja's Felucia: Fungus Forest
February 07, 2013, 11:43:02 AM
This is my converted version of SWBF2 map: Felucia Fungus Forest.

pic:
[spoiler][/spoiler]

link:
http://www.swbfgamers.com/index.php?PHPSESSID=f943b40addc5ab088c48da7836357c4d&action=downloads;sa=view;down=898

Features:
1. My models, effects, decal, reticules and huds; hex edited sides;
2. most weapon are chargable;
3. secondary weapon for some vehicles added;
4. killable jedi;
5. 5th weapon added;
6. 2nd, and 3rd locals added;
7. decreased effects sides added;
8. SWBF2 sound effects added;

Instalation:

1. Put the 002 folder in to your C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn folder

2. Put the common.lvl, in to your C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\Common\ENG folder, make backup first.

My map, as usualy, overload by effects, so, if you use slow PC, you have to use my "decreased effect sides": from my Decreased_Sides folder, put them, in to your C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE folder, make backup first.

Easter Egg contest: just find my avatar pic, and you win!

KNOWN BUGS:

1. Muzzleflash effects become appear in random places. Not sure, but looks like this bug was added by SWBF creators.
2. Ackaly can't walk. Reason: by unknown issue, acklay walk animation, crash SWBF1.
3. Slimer Tank tread do not work. Reason: I do not have any idea, how to make it correct.
4. Slimer Tank can't sunk under water. Reason: I do not know, how to apply walker animation to other model. High modeling knowlege required.

Tester: Kit Fisto.

Enjoy!
#92
SWBF1 Modding / Magnetic Lock?
January 24, 2013, 05:14:49 PM
Since, my next conversion, probably be the Death Star, so, I try to make some nice edit for the interior. Everything works fine, including turbolaser, doors, brige, etc.
But here the sad issue, I found: in garbage room, has no magnetic lock :(.
So, the question is: is it possible to make it?
My idea was next: give to fighter or turret, melee weapon, make it deflect, and add garbage room, as vehicles model shape. But in some reason everything crash, or maybe I do something wrong...
So, my next idea - put soldier, armed by melee, as static model, by ZE, not by spawn point. I am almost sure, it is possible, but I am realy need some guide, because everything crash anyway :wacko:.
#93
SWBF1 Modding / Black Terrain Bug.
January 20, 2013, 05:55:23 AM
"Black Terrain Bug", is usualy may happens, when your .Sky file is incorrect. For example, if you delete next line, this bug, will show up:
    PC()
    {
        TerrainBumpTexture("geo1_ter_bump", 1.0);
    }

But it seems, there is exist something else, that cause this bug.
Interesting, but in some reason, not all videocard, can detect this bug. This mean, if it show up, on one PC, on other, same map, cud be works as normal and bugless.
Unfortunately this happens, with my converted Felucia map: for me, it look's normal, but Kit Fisto, as tester, found this bug, on his computer:
[spoiler][/spoiler]
As he say, this bug, dissapear, when he turn terrain quality to "Low":
[spoiler][/spoiler]
I have all needed bump/detail tga textures, in my World1 folder, so, I am realy confused. As I say, on my PC, map, look's normal, and I can't testing this bug, by myself. So, if somebody know, how to fix it, please reply.
#94
Released Maps and Mods / Sereja's Hoth: Echo Base
January 08, 2013, 03:27:38 AM
Sereja's Hoth: Echo Base

This is my version, of SWBF2 converted map, Hoth: Echo Base.

[spoiler][/spoiler]

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=894

Features:

1. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon.
2. Decreased weapon impact effects.
3. 5th weapon added.
4. Secondary locals added.
5. Decal added.

Instalation:

Put the 027 folder in your Gamedata\AddOn folder.

KNOWN BUGS:
1. Muzzleflash effects become appear in random places. Not sure, but looks like this bug was added by SWBF creators.
2. R2D2 and, in CW era Probe Droid Viper, has no sound. Reason: sound making is a most hard thing to understanding for me...

WARNING: my map is still overload with effects, so, if you have slow PC, it may crash or lag!
To solve this problem, you may use alternative sides, with more decreased effects quality, from my Sides folder. Just replace normal sides .lvl to alternative.

Easter Egg Contest: Just find my awatar pic, and you win!
Oh, yes, somewhere there, still exist awatar pic, of Kit Fisto, from the first requested Hoth map...

Tester: Kit Fsto.
#95
Released Assets / Sereja's Tommy Gun
December 24, 2012, 03:29:25 PM
Sereja's Tommy Gun

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=885

[spoiler][hide][/hide][/spoiler]

This is my tommy gun.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#96
Released Maps and Mods / Sereja's Santa's Home
December 23, 2012, 06:45:49 AM
Sereja's Santa's Home

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=884
[spoiler][/spoiler]
This is my, maded for Xmas, map: Santa's Home.

README:

Features:

1. New props, effects and textures.
2. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon.
3. 5th weapon added.

Instalation:

1. Put the snt folder in your Gamedata\AddOn folder.

KNOWN BUGS:
1. This map has no custom sound.
Reason: sound making is a most illusive thing, in modding process, and some times, it is just not work, without any logical reason.

WARNING: my map is still overload with effects, so, if you have slow PC, it may crash or lag!
To solve this problem, you may just try play non edited CW era.
------------------------------------------------------------------------------------------------------------
STORY:

GCW:

Some greedy creatues, wish to steal Santa's gifts, so it's time for snowball battle.

CW: stock.

Easter Egg contest:
Just find my avatar pic, and you win!
#97
Released Assets / Sereja's Sleigh
December 06, 2012, 02:13:06 PM
Sereja's Sleigh

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=860

This is my sleigh. (Santa's vehicle)

[spoiler][/spoiler]

Known issue: building collision works incorrect. Reason: I do not know, how to correct made vehicles.

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#98
Released Assets / Sereja's Wunderwaffe
November 28, 2012, 06:39:41 PM
Sereja's Wunderwaffe

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=851

This is my Wunderwaffe weapon.

[spoiler][/spoiler]

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.
#99
Scummies / Meet with the "Dark Side".
November 12, 2012, 11:32:05 AM
Unfortunately, I have to say, I need to quit for some time, from modding.
Accidentaly, I meet with my ex-girlfriend, and her "Dark Side Force", pull me down, to the close to death condition :sick:.
Just hope, I can survive next time...
I am surely back to modding as soon, as finish some medical recreation.
Hope, I do not need new heart, or become look's like Vader or Greevous.
Still, I can post some reply, if it needed, but I am too weak, and can't sitting near PC, long time anymore.
#100
Released Assets / Sereja's Barrett
November 03, 2012, 11:21:53 AM
Sereja's Barrett

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=808

This is my Barrett 50cal gun.

[spoiler][/spoiler]

You can use it as you wish, but if you release it in your mod, you should credit me!

Credits: me, Sereja.