• Star Wars Model Links Thread V7
    196 replies, posted
2 new clone appearances as well, plus Felucia coming later this year!
Can't wait!
Funny thing about the IFT-X is that it's name and description has been in the game files since launch, my guess is everything we are getting for the clone wars minus the CS gamemode was meant to be in the game at launch or shortly after the Last Jedi season.
According to one of the devs, the Clone Wars stuff was planned to start after launch and even before Solo, but the whole lootbox controversy and than having to revamp the player progression delayed everything
Funny you should mention that; one of the devs actually mentioned today that the IFT-X was the very first vehicle that they made for the game as a prototype back around 2016, but they weren't able to finish it until recently for some reason.
You have a link to where they said that?
Tbh am i the only one that prefers the BF2/BF3 sabre tank? it just feels "naked" without the turret on top @BadHorse how do i do with the turret models?, do i just import them into the same scene as the vehicle?, if so which files are for: Imperial light cruiser turrets Jedi cruiser turrets Venator turrets ISD turrets Corvus (i have the hangar, landing gear and turrets, where do i get the base mesh from?)
https://twitter.com/aeonstream/status/1137037895745908736
This might sound like a strange request, but any chance you could also extract the cocking sound when you play as the b2 and switch between the wrist blaster and wrist rocket. I think there are 2 sound effects. Maybe other weapon drawing sound effects too.
I think it should be in the file I provided. If I remember correctly, there should be a subfolder called "Gadgets". If there is no such subfolder then let me know.
I found it. Thanks.
Anybody who can help me with how i should do with the turrets?
https://youtu.be/8939aURV9Dc
There is a star destroyer badhorse released sone tine back, you might becable to use it for reference.
Another hopeful tactic!.. most multiple meshes to a model usually share the same 'Local Pivot Point'... Import the turrets manually into the scene along with the rest of the meshes imported via the script.. Attempt to 'Align' each turret (X,Y,Z by Pivot) to another mesh and hopefully it may pop into place?..
@Rancor022 ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Good try, but most of those (the darker ones) are unusable as they only contain one channel that has been duplicated. I'll wait for BadHorse as he has mastered the process. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- You posted a while back. Thank you for pointing me to this ( Nevermind that Normal Maps Have 3 Channels like Color Maps ) Can you please confirm, that these are usable Normal Maps Container_L_01 https://files.facepunch.com/forum/upload/132390/bd90f078-3f0d-43da-9959-c41d978ccce3/T_Container_L_01_N.bmp Box_M_06 https://files.facepunch.com/forum/upload/132390/385aa22e-a846-490c-8d9f-2916acd73e2c/T_Box_M_06_N.bmp
Well the blue channel in these normal map textures are ususally used for other stuff. like scratches etc. Instead what they do, they extract the red and green channel and add a solid blue color of value: 128, 128. 255 in the shader. That way the information (which is the blue channel in the texture) can be used for something else. I don't have any fancy shaders like that. I'm using in Maya so I copy the blue channel to a map of it's own and fill the blue channel in the normal map with simply blue and I end up with two textures instead. Open Photoshop and look at the channels, you'll see the blue one usually contains some other texture.
What did I do for what exactly? I've never used Badhorse's script as that sort of thing is way over my head.
@Rancor022 , I'm just wondering about your models. How they differ from the ones posted in the past. But you've extracted them and assembled them manually then.
@BadHorse Can you please confirm that the Normal Maps in my Post above are usable, or do you have a Tip for me to make it better ? Some of you older Normal Maps contains a Map on the blue Channel aswell the Original ( looked in AAL and Mining_Tug ) that matches all on one UV. So i`m not sure if it realy matters. And can you give me a Tip about the yellow and the blue Normal Maps. Whats the Different ? XNormal sometimes give blue sometimes give yellow ones.
I just had a look at your maps. Usually what is done is that they reserve the blue channel for other stuff and just extract the red and green channel and just pipe in a blue channel = pure white in their shaders as I stated earlier. In your case however, the blue channel is contributing to the details, but it seems to be inverted, ie. mostly black. Not sure why that is. So just select the channel and invert it. It will turn mostly white instead, still preserving the details that are there, but will now look lika a correct normal map.
No assembly required. I use Frosty to extract the static meshes, and that's all that needs to be done. I started reuploaded them recently because 1. many of the textures were outdated and/or separated improperly, and 2. Frosty recently added bone support for vehicles, so wings, etc. can now be repositioned. It's a fairly simple process.
Oh these death star tiles look sexy <3 https://files.facepunch.com/forum/upload/132807/c274183d-0db4-4c04-8bb9-e55f3189f0d5/tower test laser.jpg
Not BadHorse, but I am a mediocre 3d artist. "Usable" greatly depends on the game and it's engine, when going between DirectX and OpenGL games, you need to invert the green channel typically. Games like XCom 2 use a yellow/gold normal map, while other use blue. It entirely depends.
Btw is anyone working with Maya here. It seems many use 3Ds Max, right? @Geuse a bit of everything here... Blender has a huge presence.. Good reason too!
Anyone has the venator model assembled with new script from BADHORSE?
@DoodleBob @Geuse Thank you for your answers. I know about the DirectX and OpenGL and the +Y/-Y Difference. I think mostly the blue Channel is used for metallic reflection. @BadHorse is the onlyest who has released corrected Normal Maps. So i just want to know how he does it ( to do it the same way ) to get aline with this.
I just took a look at the model and textures....the textures have to be applyed manualy as when imported just the shaders are present.... but the main problem is all the UV's are messed up. It's not a matter of flipping or anything they would have to be separated and moved by hand as the are just a dump with no correlation to the texture maps... https://files.facepunch.com/forum/upload/137945/037a9986-c6bf-48ac-8560-b846bd64d798/ceiling-normals.png https://files.facepunch.com/forum/upload/137945/01fa0b61-f28c-4921-8af5-c19eac0ad84b/ceiling-mess.png As you can see the UV is just a mess! and if just the ceiling is a mess who is to say if the rest are a mess. It can be fixed but I would need a screen shot to reference... also I did not load it up in Maya, as a large group of people are using blender and it needs to be usable in there.
Yes, you're totally right. My idea was incorrect. I just thought it was a matter of cutting out the reflection from the texture and replacing it, but the normal map doesn't look right in my viewport, no. Also would be happy to know how to fix this. @RScott , gotcha. A good reason to start learning Blender. Thanks for taking a look, but the fbx I exported to works in Blender, right?
Gonna ask again... ANYBODY know how i should apply the turrets to my isd mesh?, via the script if it works?
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