• Star Wars Model Links Thread .V3
    3,077 replies, posted
[QUOTE=grullasu27;52843640]Hi, With great support from my friend Ecelon, in this pack you will find Mothertalzin and some more models of the latest updates from SWGoH. Han Solo_Hoth Han Solo_TFA Nightsister_Wraith Nightsister_Zombie Obi Wan_Dead Chewbacca_Veteran Smuggler Viper_Probe Droid BB8__TFA Ship_Chimaera Ship_A Wing Ship_Millenium Falcon [url]https://www.mediafire.com/file/kv9222ckhkwh6eb/SWGoH.rar[/url][/QUOTE] Wait, so there's a Ghost Obi-Wan model now?
[IMG]http://vignette2.wikia.nocookie.net/starwars/images/8/8a/Niima_Outpost.jpg/revision/latest/scale-to-width-down/500?cb=20160107190907[/IMG] Is there a more or less high-poly model of this gate? Edit: Can the Landing Bay from Battlefront 2015 be extracted? Sry for all the questions :)
I ownloaded the "CWA Models Complete" pack ages ago, but there's no textures in it. Does anybody have them?
here ggctuk: [url]http://www.mediafire.com/download/jh623qv654ydbk2/char_dds.zip[/url] [url]http://www.mediafire.com/download/ce1np3fasnfpc51/wear_dds.zip[/url] [url]http://www.mediafire.com/download/ke160361xjp8b61/wield_dds.zip[/url] what was the mesh texture your looking for? Also maybe you can help me, i dont know if it was on swbfgamers or gametoast i found a mesh of this? [IMG]http://vignette4.wikia.nocookie.net/starwars/images/d/da/SCUBA_trooper_TCWCG.jpg/revision/latest?cb=20090123165344[/IMG]
Thanks :) I was looking for the weapon textures specifically. I don't recall seeing a Scuba trooper on either site, though.
Well i found the trooper, it was uploaded by mattoMattzocrazyX [url]https://mega.nz/#!ehJVBT5T!9M6XxqNjIirU9ViPozKO1fbh-gJqyZkMIhKFRGvuqck[/url]
[QUOTE=grullasu27;52843640]Hi, With great support from my friend Ecelon, in this pack you will find Mothertalzin and some more models of the latest updates from SWGoH. Han Solo_Hoth Han Solo_TFA Nightsister_Wraith Nightsister_Zombie Obi Wan_Dead Chewbacca_Veteran Smuggler Viper_Probe Droid BB8__TFA Ship_Chimaera Ship_A Wing Ship_Millenium Falcon [url]https://www.mediafire.com/file/kv9222ckhkwh6eb/SWGoH.rar[/url][/QUOTE] the Chimera folder is empty for me
Hi, Does someone already extracted or ripped a hyperspace TUNNEL texture (no white-blue streaks included) ? Just like the videos below from Rogue One X-Wing VR ( at 6:40 ) and/or Lego The Force Awakens or any other games of Star Wars that has a hyperspace tunnel texture effect... Thank you. [video]https://youtu.be/gVSe67kSEoY?t=400[/video][video=youtube;YdEzL0O5JNM]https://www.youtube.com/watch?v=YdEzL0O5JNM[/video]
Just a curious thing, but can somebody tell me if it's possible to extract the sound effects from SW Galaxy of Heroes?
probably not except if there is a separate audio option for music Can you post a video of the sound effect?, there is a large chance they are in other games too
It's the Jawa Ion Grenade explosion sound I'm looking for. Unfortunately, all the videos I can find either on't use it, or there's no audio, or there's somebody talking over the video and the game's sound is ridiculously low.
Is it possible to get character models out of Star Wars Uprising? I'm interested in: Khandra, Mususiel, and Nuhj
[QUOTE=Azelf;52843795]Wait, so there's a Ghost Obi-Wan model now?[/QUOTE] Well no. That's all that was left of him when he was killed by Vader. [editline]2nd November 2017[/editline] [QUOTE=Red Comet;52844811]the Chimera folder is empty for me[/QUOTE] Ops! [url=https://imgur.com/LcCB6X0][img]http://i.imgur.com/LcCB6X0.png[/img][/url] [url]https://www.mediafire.com/file/fvgpd8zi86ea23q/Ship_Chimaera.rar[/url]
[QUOTE=grullasu27;52846958]Well no. That's all that was left of him when he was killed by Vader. [editline]2nd November 2017[/editline] Ops! --- [url]https://www.mediafire.com/file/fvgpd8zi86ea23q/Ship_Chimaera.rar[/url][/QUOTE] Much obliged sir.
[QUOTE=JonnieLP;52834349]The model can be found through one of the links from the first post I think. You only have to change the texture. That's it :) That's what it looks like in Blender with LuxRender, used by a beginner ;) [/QUOTE] There is something wrong with the textures on that render. Didn't you notice?
I've been doing some comparing lately, and I'm just going to say it; I liked the SWBF2015 models better than the SWBF2(2017) models. Granted, they're both pretty good, but the older models edge out the newer ones IMO. In this pick, the newer SWBF2(2017) model is on the left, and the older SWBF(2015) model is on the right. While the mesh seems nearly identical (save for the use of decals to apply normals along the seams), they appear to be packing the textures more efficiently, leveraging symmetry as much as possible, and unfortunately accuracy is sacrificed. There are multiple markings, especially on the wings, that are asymmetrical on the movie reference pics (yellow on the intakes, 5x gray bars on the inside of the wings, blue helix on blasters) depicted accurately on the SWBF(2015) model, that are now incorrectly symmetrical on the SWBF2(2017) models. Granted, the SWBF(2015) textures went a little overboard with the metallic detail, but that can be worked around. And although the re-baked normals on the SWBF2(2017) X-Wing look reasonably crisp, overall the whole ship just looks a little too clean. [t]https://i.imgur.com/0iwwHMU.png[/t] I don't have pictures to share, but another example is the Millennium Falcon TFA model from SWBF2(2017) which uses only 2048x2048 textures to cover the entire hull, while SWBF(2015) uses much more sane 4096x4096 textures. These models are still only from the beta release, so I guess there's always room for improvement in the final release later this month, but I'm not expecting miracles. Again, these new models aren't bad by any stretch, they're just not quite as good.
[QUOTE=badhorse;52847540]I've been doing some comparing lately, and I'm just going to say it; I liked the SWBF2015 models better than the SWBF2(2017) models. Granted, they're both pretty good, but the older models edge out the newer ones IMO. In this pick, the newer SWBF2(2017) model is on the left, and the older SWBF(2015) model is on the right. While the mesh seems nearly identical (save for the use of decals to apply normals along the seams), they appear to be packing the textures more efficiently, leveraging symmetry as much as possible, and unfortunately accuracy is sacrificed. There are multiple markings, especially on the wings, that are asymmetrical on the movie reference pics (yellow on the intakes, 5x gray bars on the inside of the wings, blue helix on blasters) depicted accurately on the SWBF(2015) model, that are now incorrectly symmetrical on the SWBF2(2017) models. Granted, the SWBF(2015) textures went a little overboard with the metallic detail, but that can be worked around. And although the re-baked normals on the SWBF2(2017) X-Wing look reasonably crisp, overall the whole ship just looks a little too clean. [t]https://i.imgur.com/0iwwHMU.png[/t] I don't have pictures to share, but another example is the Millennium Falcon TFA model from SWBF2(2017) which uses only 2048x2048 textures to cover the entire hull, while SWBF(2015) uses much more sane 4096x4096 textures. These models are still only from the beta release, so I guess there's always room for improvement in the final release later this month, but I'm not expecting miracles. Again, these new models aren't bad by any stretch, they're just not quite as good.[/QUOTE] How do they compare in the accuracy of the mesh itself, is there more detail in the 2015 or 2017. I dont have the 2017 versions of the XW and MF to compare.
[QUOTE=JohnMarchant;52847624]How do they compare in the accuracy of the mesh itself, is there more detail in the 2015 or 2017. I dont have the 2017 versions of the XW and MF to compare.[/QUOTE] The physical meshes are nearly identical, although they've deviated slightly in terms of approach. In the SWBF(2015) model, the astromech was a discrete submesh with its own textures, which worked well if you wanted to re-skin as anything other than R2D2. In the SWBF2(2017) model, the astromech is integrated into the fuselage mesh and textures. There is also now a localized mesh in some locations for the seam normals. Not a bad idea for preserving the quality of small features over a larger area, but I couldn't find a combination of shader properties to make them look right so I just re-baked their normals onto the fuselage and wing normal textures. Because the geometries are nearly identical, I actually considered trying to re-bake the SWBF(2015) color and specular textures onto the SWBF2(2017) mesh, but after looking at the UV layout in the newer model I realized that the asymmetrical features utilize the same UV islands so it wouldn't work. They'd come our symmetrical regardless. Might as well just use the older model.
[QUOTE=badhorse;52847688]The physical meshes are nearly identical, although they've deviated slightly in terms of approach. In the SWBF(2015) model, the astromech was a discrete submesh with its own textures, which worked well if you wanted to re-skin as anything other than R2D2. In the SWBF2(2017) model, the astromech is integrated into the fuselage mesh and textures. There is also now a localized mesh in some locations for the seam normals. Not a bad idea for preserving the quality of small features over a larger area, but I couldn't find a combination of shader properties to make them look right so I just re-baked their normals onto the fuselage and wing normal textures. Because the geometries are nearly identical, I actually considered trying to re-bake the SWBF(2015) color and specular textures onto the SWBF2(2017) mesh, but after looking at the UV layout in the newer model I realized that the asymmetrical features utilize the same UV islands so it wouldn't work. They'd come our symmetrical regardless. Might as well just use the older model.[/QUOTE] Hi there any chance of access to the newer models wouks love to compare them...
Shame i was hoping for a little more accurate and denser mesh in 2017. Having looked at the MF from ToT, BF 2015 and what you are saying makes me conclude that the BF 2015 MF is about the best and most accurate we are going to get then.
[QUOTE=badhorse;52847688]The physical meshes are nearly identical, although they've deviated slightly in terms of approach. In the SWBF(2015) model, the astromech was a discrete submesh with its own textures, which worked well if you wanted to re-skin as anything other than R2D2. In the SWBF2(2017) model, the astromech is integrated into the fuselage mesh and textures. There is also now a localized mesh in some locations for the seam normals. Not a bad idea for preserving the quality of small features over a larger area, but I couldn't find a combination of shader properties to make them look right so I just re-baked their normals onto the fuselage and wing normal textures. Because the geometries are nearly identical, I actually considered trying to re-bake the SWBF(2015) color and specular textures onto the SWBF2(2017) mesh, but after looking at the UV layout in the newer model I realized that the asymmetrical features utilize the same UV islands so it wouldn't work. They'd come our symmetrical regardless. Might as well just use the older model.[/QUOTE] Do you plan on posting the re-baked normal at all for the SWBF2 vehicles/ships? I have no way of re-baking them myself, so I'm hoping some kind soul will be able to post them here sometime!
[QUOTE=excalibers;52847741]Hi there any chance of access to the newer models wouks love to compare them...[/QUOTE] Here's the SWBF2(2017) X-Wing -- I guess I thought it had already been shared. I baked the individual component normals, and the normals for the seam lines onto two separate textures (keeps them more manageable) so you may have to add a bump-add node to your shaders. The good news is that they're both mapped to the same UV channel as the color and specular data. I also added in my own emissive mask texture for the fuselage so that R2's light can glow. [URL]http://www.mediafire.com/file/a5zk92ztqy6l8o3/X-Wing_T-65.rar[/URL] [t]https://i.imgur.com/VFXDsJl.png[/t] [editline]2nd November 2017[/editline] [QUOTE=JohnMarchant;52848114]Shame i was hoping for a little more accurate and denser mesh in 2017. Having looked at the MF from ToT, BF 2015 and what you are saying makes me conclude that the BF 2015 MF is about the best and most accurate we are going to get then.[/QUOTE] There are at least a few meshes that are improved in SWBF2(2017) versus their earlier counterparts in SWBF(2015). The CR90 Corellian Corvette, TIE Bomber and Y-Wing come to mind.
Speaking of, badhorse - any updates on the CR90? :D In exchange... explosion update! [img]http://www.hedfiles.net/explosion_test21.gif[/img]
There are at least a few meshes that are improved in SWBF2(2017) versus their earlier counterparts in SWBF(2015). The CR90 Corellian Corvette, TIE Bomber and Y-Wing come to mind.[/QUOTE] Im glad to hear it, the TIE Bomber and Y Wing are very interesting.
[QUOTE=badhorse;52849470]Here's the SWBF2(2017) X-Wing -- I guess I thought it had already been shared. I baked the individual component normals, and the normals for the seam lines onto two separate textures (keeps them more manageable) so you may have to add a bump-add node to your shaders. The good news is that they're both mapped to the same UV channel as the color and specular data. I also added in my own emissive mask texture for the fuselage so that R2's light can glow. [URL]http://www.mediafire.com/file/a5zk92ztqy6l8o3/X-Wing_T-65.rar[/URL] [t]https://i.imgur.com/VFXDsJl.png[/t] [editline]2nd November 2017[/editline] There are at least a few meshes that are improved in SWBF2(2017) versus their earlier counterparts in SWBF(2015). The CR90 Corellian Corvette, TIE Bomber and Y-Wing come to mind.[/QUOTE] Big thanks for the new X wing Any hopes with the Tfa falcon with new dish.
[QUOTE=Rancor022;52849440]Do you plan on posting the re-baked normal at all for the SWBF2 vehicles/ships? I have no way of re-baking them myself, so I'm hoping some kind soul will be able to post them here sometime![/QUOTE] Probably not, at least not as dump of a bunch of individual normals textures. Usually any model set I upload will contain re-baked normals for that model though. In general, it's a bit of work, and the results aren't always perfect, despite my previous claims. However, I will tell you how I've been doing it, so that maybe with a little crowd-sourcing we can collectively make some headway. 1) Download and install xNormal [URL="http://xnormal.net/Downloads.aspx"]http://xnormal.net/Downloads.aspx[/URL] 2) You're going to need to split up your mesh components by material. We'll use the T-65 X-Wing as an example. If you want to re-bake a texture onto components with a common material, you have to delete all of the components that do not use that material from the mesh. So if you want to re-bake the fuselage, you have to delete the wings, etc.. 3) With the extraneous components deleted, you now need to make sure you have two different versions of the mesh the first one (we'll call it UV2) will have the normal texture mapped onto its primary channel. This is usually the as-extracted condition of the mesh from the game. The second mesh will need to be geometrically identical to the first mesh, except it's the one with the color and specular textures are mapped to the primary UV channel (we'll call it UV1). Doesn't really matter if you delete the other UV channel or swap channels. 4) Open up xNormal and under the "High Definition Mesh" tab add the UV2 file. Also add your original normal texture as the "Base texture to bake". Check the box that says "base texture is a tangent space normal map". 5) Go to the "Low Definition Mesh" tab and add your UV1 mesh. Change your frontal and rear ray distance to 0.01 (you're not really reducing geometry so you don't need a large tolerance zone). 6) Under the "Baking options" tab ... 6a) Probably use a texture size one size larger so that you don't loose fidelity with the less efficient UV packing. For example, if your original normal texture is 2048x2048, use 4096x4096 for your bake. 6b) Under "maps to render" check the box that says "[X] Bake base texture" 6c) I use 4x antialiasing, to prevent jagged lines, to but to be honest I haven't much difference using 2X or even 1X. 6d) Pick an "Output File" name 7) Press the "Generate Maps" button (lower right corner), and let 'er rip. 8) Repeat for the Wings, etc. It's not a perfect process and you'll need to scrutinize the results when you're done, maybe invert one or both of the red or green channels, but it's a start. Good luck. [editline]2nd November 2017[/editline] [QUOTE=excalibers;52849621]Big thanks for the new X wing Any hopes with the Tfa falcon with new dish.[/QUOTE] I'm probably not going to do anything with the TFA Falcon, at least for now. It's pretty awful -- only a single 2048x2048 texture for the entire hull (not including details)? Crazy. There's also something weird going on with its mesh. There are zones where the rounded faces aren't smooth -- maybe some unwelded vertices. My hope it that we'll get something better when the full game is released.
Anyone know if SFX files are extractable from Force Arena? Specifically the HMP Droid Gunship missile launch, and the Republic turret fire.
Can somebody share a pack of DICE Clonetroopers model in HQ from BF2 in t or a Pose? I cant found them in .fbx ! plz help! [IMG]http://cdn.escapistmagazine.com/media/global/images/library/deriv/1413/1413053.jpg[/IMG]
[QUOTE=juanchosbar;52849803]Can somebody share a pack of DICE Clonetroopers model in HQ from BF2 in t or a Pose? I cant found them in .fbx ! plz help! [/QUOTE] You'll have to wait for the game to release and the modding tools to update.
[QUOTE=benoski;52849857]You'll have to wait for the game to release and the modding tools to update.[/QUOTE] [IMG]http://i.imgur.com/YgSLqb2.png[/IMG] Ok and in that case, can u help me to get these?
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