Imperial Lambda Shuttle
This is my, adopted for SWBF1, Imperial Lambda Shuttle (converted).
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1283 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1283)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi48.fastpic.ru%2Fbig%2F2015%2F0427%2Fe8%2Fe3e2998fa64e6dccb82b331874691ce8.jpg&hash=34da5506edaee30310150f92f1dfd9a0731ba2f7)[/spoiler]
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi48.fastpic.ru%2Fbig%2F2015%2F0427%2F8d%2F5a559948221e971614b44f1b0e35378d.jpg&hash=d5564ea77c3b30d2cf8983b98a6bf77c341be351)[/spoiler]
Features:
1. Animation.
2. Render effects & textures.
3. Effects.
4. Well adjusted odf's.
5. Collision.
6. Damage hp hardpoints.
7. Lowres.
8. Chunks.
Thanks Ande for ZETools.
Credits:
me, Sereja, for remodeling, retexturing, animation, effects, and odf's.
Free Radical, for original model and texture.
Corra_Ashu, for conversion.
That looks incredible. Excellent work, Sereja. :tu:
Epic! :cheers:
This is one awesome shuttle that should have been in the second game for the Imperials instead of the Theta. Nice one, and I'm glad somebody is putting that link I found, and the models there, to use :tu:
For those who don't know WTF I'm going on about, well, you'll see it here:
http://www.swbfgamers.com/index.php?topic=9034.0
I've just noticed the exhaust effects are not included here.
Thank's :)
Seems, I forget to add effect folder. I guess, you may just copy flare6.tga from Millenium Falcon assets, and this text to the .fx file:
[spoiler]ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(10.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-6.0000,-6.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(35.0000,35.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 4.5000, 4.5000);
Red(0, 155.0000, 155.0000);
Green(0, 155.0000, 155.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 180.0000, 180.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.1000)
Scale(0.2000);
}
Color(0)
{
LifeTime(0.1000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("flare6");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-6.0000,-6.0000);
}
Offset()
{
PositionX(3.8000,3.8000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(35.0000,35.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 4.5000, 4.5000);
Red(0, 155.0000, 155.0000);
Green(0, 155.0000, 155.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 180.0000, 180.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.1000)
Scale(0.2000);
}
Color(0)
{
LifeTime(0.1000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("flare6");
}
ParticleEmitter("JetExhaust")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(-6.0000,-6.0000);
}
Offset()
{
PositionX(-3.8000,-3.8000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(35.0000,35.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 4.5000, 4.5000);
Red(0, 155.0000, 155.0000);
Green(0, 155.0000, 155.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 180.0000, 180.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.1000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.1000)
Scale(0.2000);
}
Color(0)
{
LifeTime(0.1000)
Reach(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("flare6");
}
}
}
}
[/spoiler]
Sereja, you're a swell modder.
Yes thats the BF3 Shuttle.Amazing Sereja.Now if you could try converting and the other vehicles that will be awesome.Or probably some of the soldiers.Yes they are alot of polygons but the game can handle them :D
I just tried the shuttle out on Bespin: Platforms and it is massive, almost the size of the platform it spawned on. I don't think it's meant to be that big.
Here's what I mean. This is from Bespin: Platforms in my mod:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Flollambda1.jpg&hash=3714571137c5eddf1389a733daa0341f8e65c9e4) (http://s23.photobucket.com/user/ggctuk/media/lollambda1.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Flollambda2.jpg&hash=40b3600082c6da0263d9e292696c6f640dbc6989) (http://s23.photobucket.com/user/ggctuk/media/lollambda2.jpg.html)
I think the scale should be 0.65 of that. if you did change the scale, it might not have been 'locked' as it seems Mod Tool reverts those changes when you save. In fact, I exported a scaled down version as OBJ.