Look in s1/objects/props/objectsets/crait and the turrets are in o_cra_turret_a_01 and o_cra_turret_b_01.
Thanks Rancor! That helped a lot! I only thought you could use the RigidMeshAsset. I hadn’t checked the CompositeMesh. Many thanks! Ended up finding the door under gate mine in the same folder so back to playing with the puzzle pieces.
Just wanted to share this short film with everyone. I love the way this was put together and filmed! It features some models made by EC Henry as well:
https://www.youtube.com/watch?v=5Jlo081vSQQ
I used Cinema4D with Forester and Turbulence FD and AfterEffect
We tried to put the subtitles in English, we are just trying to find a bilingual person to not make mistake
I've might have missed the upload/ post, but did anyone upload the ARC Trooper files by chance? I saw the commando droid and other uploads, good stuff.
ARC Trooper is on page 16
Is there a 332nd clone trooper obj out there somewhere? Have looked a decent amount but can't seem to find one. May have missed it hahaha.
Steamworkshop has a ton of them
If you want a cgi Version
Reposting this because I've been searching for years, and I'm getting tired of not finding models of these characters:
Cliegg Lars
Owen Lars
Beru Lars
Kol Skywalker
Nat Skywalker
Thracken Sal-Solo
Vergere
At the least, the Lars family would do, but I still need the others, especially Vergere.
I'm pretty sure this was addressed back on thread V.3 or 4, but the way Battlefront designed some of the textures seem to be sized slightly off. I've tried rotating 180 degrees and what not, but some just don't fit. I feel like Corra or someone had mentioned a program that either fixed that or gave appropriate settings. Normals seem fine, but the diffuse just doesn't seem to want to fit.If someone doesn't mind letting me know what I am missing or doing wrong that would be greatly appreciated!
https://files.facepunch.com/forum/upload/134263/da67c3ff-63dd-488f-8ca2-fb14f7e4017c/Screen Shot 2019-04-04 at 9.58.55 PM.png
If you use the fbx with 2 uv sets you obviously gotta use the other uv channel. One is for diffuse and and the other for the normal map. To render that you gotta add a uv map node and plug it into the vector input of the image texture.
Thanks!
hi guys, does anyone have the Westar 34 pistols used by Jango Fett? thanks.
Is it possible for somebody to extract the Commando Droid Voice Lines from Battlefront 2 DICE?
The new audio format added in the latest update is currently unreadable.
@Warhammer_81 regarding the DI3.0 game archive armature rigs.. are you fairly clued up on successfully importing from Blender to 3ds Max via .fbx?.. Within Max's Skin modifier settings, the weighting for all the characters crucial bones are present, though the bones appear disconnected and the mesh does not deform with them!?.. just can't seem to find a solution for it!??...
OSince I haven't seen anyone do this. Here's a comparison of the Battlefront 2 Star Destroyer (right) to FractalSponge's Star Destroyer (left). One thing I'm noticing right away is that the proportions are very different. One looks wider than the other. So which one is canonically accurate?
https://files.facepunch.com/forum/upload/108625/ecce26e2-9fea-492c-8a93-184c8b147156/ISDs Top View.png
https://files.facepunch.com/forum/upload/108625/0ddf08d3-b8c2-4860-90ba-3387a3e8e0fd/ISDs Front View.png
The SWBF2 one is directly based on scans of the shooting models of Star Destroyers from the Origina;l Trilogy.
^Was just about to say that. DICE's model used scans from the original models at Skywalker Ranch. We have no idea what the source is on the other one. He could have eye-balled it for all I know.
Well proper bone placement and applying IK and such, can take a long time to explain so you need to watch some tutorial about the subject.
One solution I found to animate you character easily simply create a biped or a predefined CAT system and try to reposition the biped bones properly based on your model bones and match them as closely as possible and then link the original bones to the biped bones.Now when you animate the biped your character will be animated as well. Also make sure all the bones in your character has NO link to any abject before linking them to the biped bones.
Another thing you could give a try is to deactivate the checkbox in one of the rollouts labeled "Always deform" and the skin modifier in the stack. You then can modify the rig as you like and activate the checkBox and the modifier again. Of course you need to be in skin pose to do this, otherwise your mesh will not match the bones any more. If this doesn't work directly try playing around a little - this option might help you in this situation.
Hey guys!
I know a lot of people have requested it in the past but I don't think I ever saw a link to it and the trello has some but not *that* one, does anyone know where to find KOTOR (1) swoop bike?
https://files.facepunch.com/forum/upload/197728/2b988461-ecad-4435-aa4a-cf551e2b8632/Swoopracer.jpg
As much as I would've liked to followed through my excuse learning to porting to SFM, intended solely for comping dialogue renders into my Max scenes, twas becoming clear my entire scenes needed to be done in SFM or nothing due to lack of cross-platform support etc... though I have become extra handy in Blender during these travels enabling me to FINALLY..?.. come up with a hack like Max solution... I'll post my steps once I iron out all the wrinkles & streamline it... Thanks for your response @RScott
Does anybody have his floor?
https://files.facepunch.com/forum/upload/379402/ac88b4c9-13a5-4318-8ba5-629d82302aec/FQYnGgrXgVU.jpg
Guys how to download it? And how to import it into obj? Please help me!
https://steamcommunity.com/sharedfiles/filedetails/?id=901224962
I used to have a downloader, but gave up trying to find it again. Now I use this LINK and copy the URL of the steam page to it. Make sure to UN-CHECK the NO-EXTRACTION box and it will do all the work for you in a .zip file.
Thanks dlight and Rancor. Appreciate the direction. Can't believe it was as simple as adding an attribute and changing the UV. (facepalm)
Thank you very much. But I downloaded and there bsp format. What it is?
BSP is the format for Maps in GMOD.
I too was wondering about this how to extract bsp files.
I know materials and models can be extracted via GCFScape, but as for actual map geometry... you're better off using the Source engine tools.
Sorry, you need to Log In to post a reply to this thread.