• Star Wars Model Links Thread .V6 "Hello There!"
    999 replies, posted
I found several links to the Force Unleashed II Models ( sorry I don't know anything about the DLC ) At P3DM there are a bunch... But not rigged, simple to get done though. And way back in the Threads there is this link to TFU 1&2 551meg zip....Don't know what's in it though...
Does anyone have a rigger X-Wing Pilot?
That second one actually says the assets are from TCW (the 2002 game).
It's in my archive link in the first post of the first page. Only downside is there's no head, just the gear and helmet.
https://files.facepunch.com/forum/upload/108625/4af1938d-7bf8-44b8-ad04-19a46be49649/Star Destroyer Custom 2.png Started to build a custom Star Destroyer.
Can't you find an SD that you're happy with? (as you know, there are a few around!), or just killing time improving your modelling skills??...
Ones I've seen are either too low poly for my liking or so high poly they make my computer run painfully slow. So I decided to just take the time to model one myself.
Good luck to you! I always find even modelling things that have been done already is good experience!
Thank you! But I ran into a problem. The textures are messed up when I try to applied them on the model
Thanks. I'll keep you all posted on the progress. At least this way I know I'll have a Star Destroyer that has the small details but won't burn up my computer in the process of rendering it in animations.
The meshes have 2 UV channels. All of the main textures need to be applied to UV2. The default normal map needs to be applied to UV1, BUT you can simply remove UV1 and apply the normal map labelled "fixed" to UV2 as well. I'm not sure what program you're using, so the process to do that is different for every program.
Ahh I see. I’ll give it a look
Here's Leia's "Princess" skin: Leia (Princess)
@Rancor022 Will you also update Rey? I dunno if they changed the mesh or just the textures
Neither. They changed her menu animation, which does not at all affect the mesh or textures. Rey is already in my Mediafire archive in the first post.
@BadHorse When you created your isd Blueprint which parts (as in submeshes) did you have to put together?, also any chance of a updated blueprint of the isd? (since frosty has been repaired)
does anyone anyone have the new clone wars turret in SWBF2?
As for the TFU2 X360 DLC models, I looked but could not find the model of Dagobah Luke but I do have all the model's textures. Here are Han and Ackbar though: Admiral Ackbar TFU2 X360 DLC Model Rip https://imgur.com/elGlT7S Han Solo TFU2 X360 DLC Model Rip https://imgur.com/xAFbXLp
Here are all of the TFU 1 character models, including DLC. I did not rip these, they were provided on the very first thread: Star Wars
Alright gotcha. Thanks for the fast reply. From images I thought they improved her but kinda disappointed now, lol
Oh and am I the only one that finds only the "damages" Venator Star Destroyer ship in the SWBF2 game files?
They're in the same mesh. You need to manually remove all of the damage elements using the new bone feature.
Here's a bit more detail on my semi-automated model import/assembly process. You'll need both Excel and 3DS Max. 1) Using Frosty (1.0.5 or greater) select "Export EBX to XML" from the "Tools" menu. It's going to dump all of them, so find a folder/drive with some available space. Thankfully this only has to be done once -- go get some coffee and wait. 2) Locate your SpatialPrefabBlueprint (henceforth referred to as "SPB") file of interest within the XML dump (they start with "PF_"), and create a copy elsewhere. You're going to edit this file slightly, so you'll want to keep the original. It's usually a good idea to look through the SPB file on Frosty first, and make sure it makes sense. Some ships can have multiple SPB files that are a bit different depending on the context in which they're used within the game. 3) The XML files as exported tend to have multiple root elements, which confuse some programs including Excel. You're going to have to add dummy root element tags like "<root>" and "</root>" to the beginning and ending of the file respectively using a text editor. 4) Open Excel. Under the "Developer" tab (might have to enable its visibility), select XML import, and then pick your edited SPB XML file. 5) You'll want to go looking for data blocks that look something like this; a series of 12 numbers followed by blueprint name (see below). Unfortunately, because every every SPB is structured just a little bit differently, this part is still fairly manual. There may also be more than one area that contains blueprint data. Notice that the turrets aren't contained in this list. They're a bit further down in this particular SPB. https://files.facepunch.com/forum/upload/132346/71b316ec-2887-492a-9ff8-7d4b7acde156/Step1.jpg 6) From there I usually copy the component data blocks to a new sheet in the workbook (green columns A though M below), and use an Excel formula (visible in the formula line) to parse the data and turn them into lines of MaxScript code (blue column O). https://files.facepunch.com/forum/upload/132346/12a8e2d2-37c9-42bf-b7c5-8ef7a908cdf5/Step2.jpg 7) (optional) The SPB file doesn't always keep the components in a sensible order (e.g. not all of the engines are grouped together), so I usually sort the data by Column M alphabetically at this point. The script imports and groups the objects in the order shown here, so it makes for a more tidy object tree later on. 8) Go back to Frosty, and export all of the component meshes contained in the list above. The filenames have to match exactly, (albeit with "mesh.fbx" at the end), so if something doesn't match up, you're going to have to figure out why. You'll probably want to clean up your component meshes a bit at this point as well before they get assembled into the larger model: Remove extra LODs. I usually remove everything >LOD0, but if you prefer a low-poly assembly, you can opt for that here too (e.g. LOD1, LOD2, etc). Remove battle damage if you want. 9) Copy the data from column 'O' above, and paste into the MaxScript as shown below as plain text. Make sure that: The folder name containing the component meshes is updated. Use "\\" in place of "\" and avoid spaces. The MaxScript file has a ".ms" extension. https://files.facepunch.com/forum/upload/132346/85db540f-1fb9-4fc6-9620-a1dfda5eba46/Step3.jpg 10) Open 3DS Max. Select "Scripting" from the menu, and then "Run Script...". Select your .ms file, and then watch it go. 11) When it's done, you'll get something that looks like this. This particular script ran through in about 25 seconds on my PC. https://files.facepunch.com/forum/upload/132346/ab20e06b-d93d-4311-b159-9369dd292305/Step4.jpg I've done all my testing with 3DS Max2017, so I have no idea how well the script would fare with other versions. There are of course some limitations: You'll notice that the final assembly is in a vertical orientation. For some reason MaxScript executes left-handed transforms internally, which means you may have to rotate your assembled model +90° around the X-axis. I'm sure I'll figure out how to compensate in the code after a few more revisions, but for now, it's a small price to pay. The transforms as applied are absolute, not relative. If your SPB calls another SPB which contains multiple objects, instead of adding to any pre-existing transforms, the script will overwrite them. Chalk it up to my inexperience with MaxScript. I'm sure I'll get it figured out eventually, but for now this makes assemblies with tiered SPB structures (e.g. Resurgent SD and the Fondor Drydock) a bit messy. Tons of credit goes to the Frosty devs for making this even remotely possible. It all seems a bit complicated, but once you've run through it a few times it gets easier. Good luck. Here are the XML, XLSX, and MS files from the example above: FrostyScript
Hey man, did you see my post above concerning your blueprint?
So I've linked this server throughout these threads quite a few times, but it's been getting some new people lately so I'll relink it for those who are interested: https://discord.gg/WaYYk7E (It's a starwars discord community I'd like to think of as a home to starwars fans of all kinds, and also a place where fellow starwars developers can share assets, artwork, progress, and more throughout) I'm trying to really build it up, and get as many starwars devs and fans alike in here as possible, to make for one hell of a starwars community, may the force be with you all, and see ya there if you're interested
I did, although I didn't quite understand the question. When the components get imported into Max, some components show up the right place; usually the hull and/or other large components that appear only once. You can see it in their 4x3 transform matrix. If it's an identity matrix ([1,0,0] [0,1,0] [0,0,1] [0,0,0]), that means no rotation, scaling, or translation. Other components like engines or turrets that appear in multiple locations will have different non-identity transforms. If you want to build an ISD, cut/paste the lines below into the sample script I shared. Make sure that all you component meshes exactly match the names listed in the code. MyObjName[1] = "StarDestroyer_BoosterEngine_01_" ; MyTransform[1] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [98.13842,-33.7227,-699.0407])" MyObjName[2] = "StarDestroyer_BoosterEngine_01_" ; MyTransform[2] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [98.13842,33.7227,-699.0407])" MyObjName[3] = "StarDestroyer_BoosterEngine_01_" ; MyTransform[3] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [-98.13842,-33.7227,-699.0407])" MyObjName[4] = "StarDestroyer_BoosterEngine_01_" ; MyTransform[4] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [-98.13842,33.7227,-699.0407])" MyObjName[5] = "StarDestroyer_CommunicationsTower_01_" ; MyTransform[5] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,288.5843,-548.6401])" MyObjName[6] = "StarDestroyer_DeflectorShield_01_" ; MyTransform[6] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [-119.9064,282.1227,-535.4629])" MyObjName[7] = "StarDestroyer_DeflectorShield_01_" ; MyTransform[7] = "(matrix3 [-1,0,-0.0000003894144] [0,1,0] [0.0000003894144,0,-1] [119.9174,282.1227,-535.4629])" MyObjName[8] = "StarDestroyer_DetailsCommandBridge_01_" ; MyTransform[8] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,254.55,-576])" MyObjName[9] = "StarDestroyer_DetailsCommandBridge_02_" ; MyTransform[9] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,190.2,-667.43])" MyObjName[10] = "StarDestroyer_DetailsCommandBridge_03_Back_" ; MyTransform[10] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[11] = "StarDestroyer_DetailsCommandBridge_03_Front_" ; MyTransform[11] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[12] = "StarDestroyer_DetailsCommandBridge_03_Left_" ; MyTransform[12] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[13] = "StarDestroyer_DetailsCommandBridge_03_Right_" ; MyTransform[13] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[14] = "StarDestroyer_DetailsEngine_01_" ; MyTransform[14] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[15] = "StarDestroyer_DetailsEngine_01_" ; MyTransform[15] = "(matrix3 [-1,0.0000003894144,0] [-0.0000003894144,-1,0] [0,0,1] [0,-0.5,0])" MyObjName[16] = "StarDestroyer_DetailsEngine_02_" ; MyTransform[16] = "(matrix3 [-1,0.0000003894144,0] [-0.0000003894144,-1,0] [0,0,1] [0,0,0])" MyObjName[17] = "StarDestroyer_DetailsEngine_02_" ; MyTransform[17] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[18] = "StarDestroyer_DetailsFront_01_" ; MyTransform[18] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[19] = "StarDestroyer_DetailsHull_01_Back_" ; MyTransform[19] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[20] = "StarDestroyer_DetailsHull_01_Front_" ; MyTransform[20] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[21] = "StarDestroyer_DetailsHull_01_Middle_" ; MyTransform[21] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[22] = "StarDestroyer_DetailsHull_02_Back_" ; MyTransform[22] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[23] = "StarDestroyer_DetailsHull_02_Front_" ; MyTransform[23] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[24] = "StarDestroyer_DetailsHull_02_Middle_" ; MyTransform[24] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[25] = "StarDestroyer_DetailsHullTop_01_" ; MyTransform[25] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[26] = "StarDestroyer_DetailsHullTop_02_" ; MyTransform[26] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[27] = "StarDestroyer_DetailsHullTop_03_" ; MyTransform[27] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[28] = "StarDestroyer_DetailsHullTop_04_" ; MyTransform[28] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[29] = "StarDestroyer_DetailsSide_01_A_" ; MyTransform[29] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[30] = "StarDestroyer_DetailsSide_01_B_" ; MyTransform[30] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[31] = "StarDestroyer_DetailsSide_01_C_" ; MyTransform[31] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[32] = "StarDestroyer_DetailsSide_01_D_" ; MyTransform[32] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[33] = "StarDestroyer_DetailsSide_01_E_" ; MyTransform[33] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[34] = "StarDestroyer_DetailsSide_01_Right_A_" ; MyTransform[34] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[35] = "StarDestroyer_DetailsSide_01_Right_B_" ; MyTransform[35] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[36] = "StarDestroyer_DetailsSide_01_Right_C_" ; MyTransform[36] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[37] = "StarDestroyer_DetailsSide_01_Right_D_" ; MyTransform[37] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[38] = "StarDestroyer_DetailsSide_01_Right_E_" ; MyTransform[38] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[39] = "StarDestroyer_DetailsSide_02_" ; MyTransform[39] = "(matrix3 [0.9763619,0,0.0843657] [0,0.98,0] [-0.0843657,0,0.9763619] [-360.7032,-23.34438,-642.1944])" MyObjName[40] = "StarDestroyer_DetailsSide_02_Right_" ; MyTransform[40] = "(matrix3 [0.9722987,0,-0.09705395] [0,0.9771305,0] [0.09705395,0,0.9722987] [360.182,-23.54967,-642.3116])" MyObjName[41] = "StarDestroyer_DetailsSide_03_" ; MyTransform[41] = "(matrix3 [-1.121048,0,-0.3348891] [0,1.17,0] [0.3348891,0,-1.121048] [224.8576,-0.9255291,4.0486])" MyObjName[42] = "StarDestroyer_DetailsSide_03_" ; MyTransform[42] = "(matrix3 [-0.7652875,0,-0.2261396] [0,0.798,0] [0.2261396,0,-0.7652875] [38.36514,-0.4523431,667.6661])" MyObjName[43] = "StarDestroyer_DetailsSide_03_" ; MyTransform[43] = "(matrix3 [0.7431505,0,-0.2369121] [0,0.78,0] [0.2369121,0,0.7431505] [-37.45554,-0.6718267,669.1165])" MyObjName[44] = "StarDestroyer_DetailsSide_03_" ; MyTransform[44] = "(matrix3 [-1.076099,-0.00000000005169318,-0.3105051] [0.002646788,1.11996,-0.009172807] [0.3104938,-0.009547034,-1.076059] [343.9989,-0.498466,-360.2518])" MyObjName[45] = "StarDestroyer_DetailsSide_03_" ; MyTransform[45] = "(matrix3 [-0.9608017,0,-0.2772365] [0,1,0] [0.2772365,0,-0.9608017] [397.9001,-0.3373496,-514.8338])" MyObjName[46] = "StarDestroyer_DetailsSide_03_" ; MyTransform[46] = "(matrix3 [0.9532357,0,-0.3022281] [0,1,0] [0.3022281,0,0.9532357] [-397.6378,-0.8557408,-516.5453])" MyObjName[47] = "StarDestroyer_DetailsSide_03_" ; MyTransform[47] = "(matrix3 [1.114726,0,-0.3553683] [0,1.17,0] [0.3553683,0,1.114726] [-223.0918,-0.6718268,8.465193])" MyObjName[48] = "StarDestroyer_DetailsSide_03_" ; MyTransform[48] = "(matrix3 [1.072658,0,-0.3221858] [0,1.12,0] [0.3221858,0,1.072658] [-343.505,-0.6910449,-360.6185])" MyObjName[49] = "StarDestroyer_DetailsSide_04_" ; MyTransform[49] = "(matrix3 [0.9571304,0,-0.2896575] [0,1,0] [0.2896575,0,0.9571304] [-374.4455,-0.1565444,-443.5691])" MyObjName[50] = "StarDestroyer_DetailsSide_04_" ; MyTransform[50] = "(matrix3 [-0.9584633,0,-0.2852144] [0,1,0] [0.2852144,0,-0.9584633] [375.2251,-0.5847068,-442.4598])" MyObjName[51] = "StarDestroyer_DetailsSide_05_" ; MyTransform[51] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[52] = "StarDestroyer_DetailsSide_05_Right_" ; MyTransform[52] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[53] = "StarDestroyer_DetailsSide_06_" ; MyTransform[53] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[54] = "StarDestroyer_DetailsSide_06_Right_" ; MyTransform[54] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[55] = "StarDestroyer_DetailsSide_07_" ; MyTransform[55] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[56] = "StarDestroyer_DetailsSide_07_Right_" ; MyTransform[56] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[57] = "StarDestroyer_HangarCrane_01_" ; MyTransform[57] = "(matrix3 [0.5417,0,0] [0,0.5417,0] [0,0,0.5417] [10.42661,-27.30331,85.00667])" MyObjName[58] = "StarDestroyer_HangarPrimary_01_" ; MyTransform[58] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,-38.31243,72.4])" MyObjName[59] = "StarDestroyer_HangarPrimary_Door_01_" ; MyTransform[59] = "(matrix3 [1.4143,0,0] [0,1.4143,0] [0,0,1.4143] [2.383323,-32.12272,107.0116])" MyObjName[60] = "StarDestroyer_HangarPrimaryEntrance_01_" ; MyTransform[60] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,-36.91238,153.9561])" MyObjName[61] = "StarDestroyer_HangarSecondary_01_" ; MyTransform[61] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,-20.20735,312.7596])" MyObjName[62] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[62] = "(matrix3 [-0.996792,0.07970623,-0.007257072] [0.07885455,0.9935548,0.08142843] [0.01370065,0.08059496,-0.9966527] [233.3517,38.97524,-297.2513])" MyObjName[63] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[63] = "(matrix3 [0.998155,0.06071754,-0.0000000002328306] [-0.06052768,0.9950338,0.07901759] [0.004797754,-0.07887181,0.9968731] [-233.3502,38.32151,-297.0805])" MyObjName[64] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[64] = "(matrix3 [-0.9968183,0.07970656,0.0007103365] [0.07950321,0.9935549,0.08079387] [0.005734043,0.08059327,-0.9967307] [234.9751,51.53978,-455.2884])" MyObjName[65] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[65] = "(matrix3 [0.998155,0.06071754,-0.0000000002328306] [-0.06052768,0.9950338,0.07901759] [0.004797754,-0.07887181,0.9968731] [-234.3427,47.14355,-402.9397])" MyObjName[66] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[66] = "(matrix3 [-0.996792,0.07970623,-0.007257072] [0.07885455,0.9935548,0.08142843] [0.01370065,0.08059496,-0.9966527] [233.8434,43.27415,-350.1812])" MyObjName[67] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[67] = "(matrix3 [0.998155,0.06071754,-0.0000000002328306] [-0.06052768,0.9950338,0.07901759] [0.004797754,-0.07887181,0.9968731] [-234.9559,51.3123,-456.2206])" MyObjName[68] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[68] = "(matrix3 [-0.9968183,0.07970656,0.0007103365] [0.07950321,0.9935549,0.08079387] [0.005734043,0.08059327,-0.9967307] [234.2861,47.2873,-403.0009])" MyObjName[69] = "StarDestroyer_HeavyTurboLaser_01_" ; MyTransform[69] = "(matrix3 [0.998155,0.06071754,-0.0000000002328306] [-0.06052768,0.9950338,0.07901759] [0.004797754,-0.07887181,0.9968731] [-233.805,42.70899,-350.0297])" MyObjName[70] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[70] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [230.2486,40.05103,-297.0319])" MyObjName[71] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[71] = "(matrix3 [-0.9992476,0.02274581,0.03140917] [0.02744702,0.9869892,0.15844] [-0.02739676,0.1591817,-0.9868689] [-230.031,48.49158,-403.0475])" MyObjName[72] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[72] = "(matrix3 [-0.9994304,0.02394585,0.02376137] [0.02733248,0.9876448,0.1543215] [-0.01977257,0.1548818,-0.9877348] [-230.796,52.80058,-455.9315])" MyObjName[73] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[73] = "(matrix3 [0.9995285,0.03070574,0] [-0.03070574,0.9995285,0] [0,0,1] [230.7945,53.00702,-455.9605])" MyObjName[74] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[74] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [230.2486,44.37798,-350.011])" MyObjName[75] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[75] = "(matrix3 [-0.9994975,-0.0004065069,0.03169055] [0.004739953,0.9867545,0.1621522] [-0.03133686,0.1622202,-0.986257] [-229.0684,40.11622,-297.2624])" MyObjName[76] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[76] = "(matrix3 [0.9995285,0.03070574,0] [-0.03070574,0.9995285,0] [0,0,1] [229.8835,48.38726,-403.1139])" MyObjName[77] = "StarDestroyer_HeavyTurboLaserFrame_01_" ; MyTransform[77] = "(matrix3 [-0.9995698,0.00578196,0.02875445] [0.0103628,0.9867681,0.1618135] [-0.02743847,0.1620409,-0.9864026] [-229.7711,44.33093,-349.9773])" MyObjName[78] = "StarDestroyer_Hull_01_" ; MyTransform[78] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])" MyObjName[79] = "StarDestroyer_MainEngine_01_" ; MyTransform[79] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [-204.0983,0.3873803,-654.6704])" MyObjName[80] = "StarDestroyer_MainEngine_01_" ; MyTransform[80] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0.3873803,-654.6704])" MyObjName[81] = "StarDestroyer_MainEngine_01_" ; MyTransform[81] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [204.0983,0.3873803,-654.6704])" MyObjName[82] = "StarDestroyer_SolarIonizationReactor_01_" ; MyTransform[82] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,-104.2359,-305.0974])" MyObjName[83] = "StarDestroyer_Tractorbeam_01_" ; MyTransform[83] = "(matrix3 [0.9792587,0.1998947,-0.03308541] [-0.2014542,0.9780319,-0.0535702] [0.02165019,0.05912428,0.9980158] [67.17728,-39.74289,194.9807])" MyObjName[84] = "StarDestroyer_Tractorbeam_01_" ; MyTransform[84] = "(matrix3 [0.9793163,-0.1991249,0.03590069] [0.2006626,0.9785779,-0.04604115] [-0.02596368,0.05229278,0.9982942] [-67.02237,-39.79985,194.7261])" MyObjName[85] = "StarDestroyer_Windows_01_" ; MyTransform[85] = "(matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])"
I was mostly just wondering if the one you made the blueprint of had all items in the correct place because im using the blueprint to create my own ISD and i want it as close to dice's as possible
how to navigate in 3D view in Frosty 1.0.5.1 ... is there a new shortcut?
It's not at all intuitive. You have to use W,A,S,D on the keyboard in conjunction with click-drag. I liked the old way better.
@BadHorse do you remember if the engines, hull, bridge and shield had to be moved into place?, do you maybe have the old mesh before you moved it into position?
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