Does anyone have the sounds for the various animals from the game? I was hoping they were in the Vehicles folder, but alas.
Can someone give me a download link to the clone voices from SWBFII?
Does anyone have Kylo and Yoda's lightsabers?
Badhorse, getting errors when I try to open the fbx of the probe droid and the Corvus.
[QUOTE=Red Comet;52894074]Does anyone have Kylo and Yoda's lightsabers?[/QUOTE]
I have the meshes, but their textures are among those that are scrambled by the dumper script.
[QUOTE=badhorse;52893790]Here are the raw files for the Corvus Raider in both Imperial and Rebel configurations -- some assembly required. Seems like they're taking a different approach with the shaders, relying more on procedurals and color/wear masks, and less on discrete textures. Might make figuring out what goes where a bit more difficult.
[URL="http://www.mediafire.com/file/049bp5pbbgbxb47/Corvus_Raider.rar"]http://www.mediafire.com/file/049bp5pbbgbxb47/Corvus_Raider.rar[/URL]
[t]https://i.imgur.com/2NHUiPR.png[/t][t]https://i.imgur.com/z3Mu0ub.png[/t][/QUOTE]
While it is nice you showed this off i had to vote you dumb for spoiling the story for people that are trying not to spoil it.
Corra can you provide a download link for the Clones from SWBFII?
[QUOTE=Hyuun;52894186]Corra can you provide a download link for the Clones from SWBFII?[/QUOTE]
You can find everything here [url]https://www.mediafire.com/folder/3078pafcfb8x6/Release[/url]
The voices aren't located in here.
[QUOTE=Corra_Ashu;52894191]You can find everything here [URL]https://www.mediafire.com/folder/3078pafcfb8x6/Release[/URL][/QUOTE]
Pardon me Corra, did you happen to see the P1 Jump trooper helmet scheme in the files?
[QUOTE=MartyMarty;52891322]I'm new to Frostbite, so I really don't know what I'm talking about, but it looks like they're using a smoothness scheme instead of roughness. So MSR would stand for Metallic, Smoothness, and Reflectivity. Metallic is in the red channel and it would work the way you expect, smoothness is green and it's basically the inverse of roughness, and reflectivity would probably get plugged into the principled shader's Specular property.
You can see in the green channel that the plastic is brighter than the cloth. High values of smoothness give sharp reflections. A roughness map would be the opposite, with low values of roughness giving sharp reflections.
The specular property I don't fully understand, but I believe that they're using it a little like ambient occlusion for reflections. The cracks and crevices are dark in their reflectance map where interreflections would allow less ambient light to get out. This is most visible in the quilting on the arms and legs.
Here's my quick render and nodes:
-snip-[/QUOTE]
Awesome work! Thanks for the information, I was coming to some of the same conclusions, and you cemented them. Unfortunately, for some reason your leather under fabric (the pants and arms part of the suit) looks great and mine is all way to dark.
I thought maybe it had something to do with what you posted above, but even with that, it still looks all wrong. Did you have to modify the normal maps at all (as that's what seems to make it so dark)?
They have transparency and the maps themselves are very dark, so that's why I'm curious. Would you be willing to share that .blend with me (I can PM you my email and maybe share it on Google Drive) so I can compare?
Hey, guys! Any chance you can extract Millennium Falcon, AT-AT (including close up parts) and ISD from BF2 in FBX/Obj?
Thank you!
[QUOTE=cSonora;52892474]Here's a breakout of the regular textures structure for the new models, to help you a bit:
[B]CS[/B] textures: They carry [B]C[/B]olor information on the RGB channel and [B]S[/B]pecular (or you can get Roughness if you invert it) on the alpha channel
[B]NMA[/B] textures: They carry [B]N[/B]ormal map on RG channels, [B]M[/B]etallic on B channel, and [B]A[/B]mbient occlusion on alpha channel (you don't really need to use AO for renders)
Then, you have to be sure that you assign each channel to the correct UV map. Color, specular and metallic goes to one of them, normal map to the other one. Just look at the UVs and compare them to the textures to identify them.
The Venator's hull is a tricky one because it uses a mix of "hull_combine_rgba", which has a different structure (R: Color, G: Ambient Occlusion, B: Metal, Alpha: Specular) and the panel tile textures, which have color, specular and normal information.[/QUOTE]
Ok, so I'm making progress! Moving the channel from 1 to 2 and mapping just the red to color did the trick of making the hull look MUCH better. However, when I look at the hull compared to your hull it looks like complete garbage. What else am I missing to reach the result you achieved in Arnold? Is it all lighting?
[IMG]https://i.imgur.com/9KSgl95.jpg[/IMG]
Yoda render from the model badhorse shared. Got him fully animated now with cloth physics and hair. Will upload a video of him when he is done. Thanks @badhorse
[img]https://pre00.deviantart.net/202d/th/pre/f/2017/319/2/4/yoda_2__0_00_03_16__by_iio640-dbtuw6w.png[/img]
[QUOTE=Corra_Ashu;52894182]While it is nice you showed this off i had to vote you dumb for spoiling the story for people that are trying not to spoil it.[/QUOTE]
I have to claim ignorance in that one. I haven't played through the game yet so I don't really know what aspect of it constitutes a spoiler, but I don't want to risk it so I'll take your word for it. I edited the post to add a spoiler warning and removed the images. Mea culpa.
[QUOTE=blazer003;52894326]Awesome work! Thanks for the information, I was coming to some of the same conclusions, and you cemented them. Unfortunately, for some reason your leather under fabric (the pants and arms part of the suit) looks great and mine is all way to dark.
I thought maybe it had something to do with what you posted above, but even with that, it still looks all wrong. Did you have to modify the normal maps at all (as that's what seems to make it so dark)?
They have transparency and the maps themselves are very dark, so that's why I'm curious. Would you be willing to share that .blend with me (I can PM you my email and maybe share it on Google Drive) so I can compare?[/QUOTE]
I had the same problem. It happened to me because I was using a PNG texture, which combines the transparency with the color. It's effectively like premultiplied alpha even though the file format stores the alpha as discrete data? I don't know. Luckily there's a quick fix in Blender. Just select your normal texture node and in the Properties panel on the right, you can uncheck the "Use Alpha" option. Your normal map should immediately look better.
[IMG]https://vgy.me/FOwgEK.jpg[/IMG]
can anyone post the files for the yavin/death star rebel team?
preferably with the heads, thanks.
Any word on that AT-AT interior?
Love what you guys are doing. I have noesis but all the textures for the jedi cruiser are showing up white if someone could tell me what version I need, or upload the textures in png/jpeg format that would be awesome.
[QUOTE=corycubbage;52894346]Ok, so I'm making progress! Moving the channel from 1 to 2 and mapping just the red to color did the trick of making the hull look MUCH better. However, when I look at the hull compared to your hull it looks like complete garbage. What else am I missing to reach the result you achieved in Arnold? Is it all lighting?[/QUOTE]
Of course lighting is important to allow the specular/roughness map do its magic, but from what I see in your image, it seems that the transparency information on the textures is affecting your RGB channels. This happens when you use PNG or TGA textures, because they store the transparency information premultiplied to each channel and Arnold currently doesn't have an option to unpremult alpha, like you would have in Nuke for instance. You need to use texture formats that store that information on a separate channel, as a proper alpha channel, like TIF or DDS do.
I recommend to use Noesis to convert the original DDS textures to DDS, it sounds redundant but this process just outputs DDS files that are readable to Arnold. Then you will have textures with a separate alpha channel ready to rock on your materials. This is my setup for the hull:
[T]https://i.imgur.com/sT1qdRF.png[/T]
With a proper mix of the hull and panel tile textures you should end up having something like this:
[T]https://i.imgur.com/Eeze1Qs.jpg[/T]
Corra can you provide a download link for the Sandcrawler?
[QUOTE=Exomed;52892097]Hi, thank's to answer.
Ok, first I´ll get the 32bit version of Python. About the LZ77.dll I can see the line, but, I don't get how I can have this ZSTD.dll you talking about. Can you explain how to do this ?!
Well if I manage this I would like to share rigged models till Frosty support SWBFII![/QUOTE]
The person who wrote LZ77.dll did not simply expose the LZ4 decompress function to the Python script. Instead he wrapped it up with his own custom function that does some other things, which makes it more troublesome to replace. But, here's the dll anyway:
[url]http://aluigi.org/bms/zstd.dll[/url]
relevant function call:
size_t ZSTD_decompress(void* dst, size_t dstCapacity, const void* src, size_t srcSize);
[QUOTE=cSonora;52895686]Of course lighting is important to allow the specular/roughness map do its magic, but from what I see in your image, it seems that the transparency information on the textures is affecting your RGB channels. This happens when you use PNG or TGA textures, because they store the transparency information premultiplied to each channel and Arnold currently doesn't have an option to unpremult alpha, like you would have in Nuke for instance. You need to use texture formats that store that information on a separate channel, as a proper alpha channel, like TIF or DDS do.
I recommend to use Noesis to convert the original DDS textures to DDS, it sounds redundant but this process just outputs DDS files that are readable to Arnold. Then you will have textures with a separate alpha channel ready to rock on your materials. This is my setup for the hull:
<snip>
With a proper mix of the hull and panel tile textures you should end up having something like this:
<snip>[/QUOTE]
Alright, I'll try to work with the DDS file instead of the TGA to see if it makes a difference - thanks!
Can someone link me the the files for the voices from SWBFII?
[QUOTE=Enforcer21;52895855]The person who wrote LZ77.dll did not simply expose the LZ4 decompress function to the Python script. Instead he wrapped it up with his own custom function that does some other things, which makes it more troublesome to replace. But, here's the dll anyway:
[url]http://aluigi.org/bms/zstd.dll[/url]
relevant function call:
size_t ZSTD_decompress(void* dst, size_t dstCapacity, const void* src, size_t srcSize);[/QUOTE]
Ufff ... Thank's Enforcer but not that qualified to understand such of scripting language.
Well If someone knows a good hoster to upload the 53gb of games files I will. I have the deluxe edition.
maybe via torrent? how can I do that? then you guys with Badhorse, Corra, Deamon etc... can work on it.
Could someone direct me to where the X-Wing T-70 ( poe's version ) and the textures are? I tried after I saw some of the gorgeous renders, but never saw a link. Any ideas folks? Thank you.
Hey guys, one nooby question. I'm currently downloading the SWBF 2015 Trial so I can pull the models I need from there. So I got myself the Frosty Editor and started to look through the files I got so far. And when I exported some of the textures, I noticed that they weren't working. Do I have to convert them with a certain program or how do I make them work properly so I can use them? :D
Maybe someone could help me with this. The only odd thing was the the msw textures are already fine. Thx for your help in advance :D
Jonnie
Got some goodie for the guys using C4D. I've been rigging the new X-Wing model to animate it using Xpresso controllers. It's been quite a challenge to figure out how to retract the landing gear in a "realistic" way, as there was no actual room for the components to fit inside the landing gear cages, especially on the wings ones... but after editing the cages geometry a bit I managed to make it look credible :)
[video=youtube;CENts9bWZ_k]https://www.youtube.com/watch?v=CENts9bWZ_k[/video]
The zip includes .tx textures and Arnold 5 materials. Enjoy!
[url]https://drive.google.com/file/d/1GSt2k0xZqGAS45_cnxG8JvEaNDemXdxk/view?usp=sharing[/url]
[QUOTE=cSonora;52896540]Got some goodie for the guys using C4D. I've been rigging the new X-Wing model to animate it using Xpresso controllers. It's been quite a challenge to figure out how to retract the landing gear in a "realistic" way, as there was no actual room for the components to fit inside the landing gear cages, especially on the wings ones... but after editing the cages geometry a bit I managed to make it look credible :)
[video=youtube;CENts9bWZ_k]https://www.youtube.com/watch?v=CENts9bWZ_k[/video]
The zip includes .tx textures and Arnold 5 materials. Enjoy!
[url]https://drive.google.com/file/d/1GSt2k0xZqGAS45_cnxG8JvEaNDemXdxk/view?usp=sharing[/url][/QUOTE]
That's awesome. How much I'd love to have Cinema4d again. Used it during my internship in a marketing agency and I loved it :/
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