• Star Wars Model Links Thread .V6 "Hello There!"
    999 replies, posted
I had them in my archive, but just removed them like a week ago because I was running out of Mediafire space.
D'oh! Is there any way to upload them or email them in some zip folder fashion or something? Wow. I sound super old and out of touch haha.
TurboTank including full interior totaling 149 component meshes. Assembly script run-time of 1 min 04 sec. Also I fixed the orientation issue. https://files.facepunch.com/forum/upload/132346/289e4342-c4bf-4150-91a0-b24d4d3a111c/turbotank.jpg Annoyingly, there are some interior components that clip through to the exterior. I watched a few gameplay videos, and they're actually there in the game too. Just lazy.
Yeah, I made that thread because I've been trying through the desktop version of the app, but haven't had any luck yet haha... Also I sorta had a full model of Qi'Ra in the works for a while now, definitely nowhere near finished or even ready though.
Nicely done!, did you see my message on the previous page?, gonna stop hassleing you after that xD
I did, but it's probably going to be a while before I get a chance to look at it. I'm traveling on business for the next couple days, but even when I get back, my focus will be on improving the script for the foreseeable future. Additionally, I'm not sure I still have the original supporting material (background, labels, title block, etc). Honestly though, the component placement on the original blueprint of should still have been nearly 100%. I used the same SpatialPrefabBlueprint transformation data from Frosty, I just typed it in by hand, like a caveman.
I don't mind if it takes weeks for you to do it. Like i said it's only the mesh i need remade with your script Don't need the lables or everything else just the mesh
I'm also on the hunt for the files for these large crates IF they have already been pulled. If not, let me know. Any help would be appreciated. You wouldn't already have happened to rip these too would you have @Rancor022 ? https://files.facepunch.com/forum/upload/448147/eda7d1e6-26b0-46f5-8faa-3badbcac70aa/STAR WARS™ Battlefront™ II_20190501180841.jpg
Does anyone have the textures for the Arc Trooper?
I had all of the crates from the game in my archive. I probably won't be able to reupload them, at least not for a while. I didn't save any of the output files, so I'd have redo everything from scratch; plus I'm working on a ton of other stuff right now. Do you own a copy of the game? If so you should be able to easily get Frosty working and rip the models yourself.
Using the new bone feature? Sounds good. I see the bones in the fbx of damaged or cluster Meshes. How can i seperate Parts from the other Parts. I tried Max2011 and Blender with no luck. Can you give me an Punch in the right Direction?
I'm actually curious about that as well. There doesn't seem to be a way to accomplish that on Cinema 4D either.
In Max you have a 'Skin' modifier attached to the bones.. you can either delete the modifier or disable it by clicking the small light globe icon next the modifiers name on the stack.. then you can separate/delete the unwanted meshes.
That should be the same method for C4D, but it doesn't work for whatever reason.
!?.. hmm.. 2ell if you don't need the bones, then import it into Max, remove the modifier & re-export to .obj/fbx?..
I don't have Max, otherwise that's the first thing I would have done.
Well if all else fails, you can always download a trial.
I already have multiple times in the past, so it won't let me anymore.
Is it worth me uploading/linking you an 'acquired' version?
A new HDD (or old where you have never installed an Max Version ) and you can reinstall the testversion. I have already tried this a few times. I tried Wubba's Tip and got an other result. I just have to import the bones as dummy and let the skin-modifier set. Then i can move the destruct parts to an seperate place and export as obj. If i try to export as fbx the mesh jumps back. I think that all needs a little bit more playaround to get the best way out. How ever: Thank you both Wubba and Rancor022 for your Tips. Now i can work with it .
This may be a crazy ask, but is there an animated walk-cycle AT-ST around anywhere?
Doesn't look like any of the ARC trooper stuff is in that folder, unfortunately.
Hi, guys. Does anybody have cave model from cwa or maybe from bf2 2017
It's not? That's strange, I could have sworn I included it.
I wish!.. would love to get the same for the AT-RT but Frosty just ain't there yet for extracting animations.. or ever will be!?.. will need to manually keyrame animate for the tube being unless you can find a suitable fbx animation &/or mocap file.. it gets a little murky from there
You know, I tried to see if Mixamo could do an AT-ST walkcycle and it actually uploaded! but it (obviously) couldn't implement the motion itself once inside the software. I was hoping to have an AT-ST in my animation for tomorrow's Instagram post, but it will have to do without
yeah its optimised mostly for standard human characters unfortunately.. hopefully one day they might expand on the service but if they do, I'm confident it wont be free... currently trying to rig a Lego character through it.. easier said than done!.. getting the legs weighted properly is a nightmare!!!
Here's the Harrower-class dreadnought SWTOR Model Rip https://imgur.com/XVfRAzV https://imgur.com/A1518ni https://imgur.com/SPrLxJS And two new releases from Star Wars Commander: AT-AP Enhanced Star Wars Commander Model Rip https://imgur.com/Ik3simX Salvaged MTT Star Wars Commander Model Rip https://imgur.com/g33ylpU
@Warhammer_81 Got the raw textures for the harrower too? Some dds files? I thought it's common knowledge these how DXT5 normal maps work, and you still extracted / converted them to broken. Mmh
How are the normal maps “broken”? They work fine for me. I uploaded an updated package with the default .dds files included.
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