• Star Wars Model Links Thread .V3
    3,077 replies, posted
[QUOTE=corycubbage;52999411]I'm having trouble with the textures for the MC80 hangar floor. I understand that I likely will need to layer this texture with something else, but the texture is using a naming convention that I can't quite figure out: [b]t_floorhangarmc80_01_a_m[/b]. I thought it was just the metallic, but it's not just hte blue channel that is used - all three are: Can you help me ID what's going on here?[/QUOTE] As for the way the maps look, I would say R:Ambient Occlusion, G:Metal, B:Specular.
@Badhorse , have you take a look on the BunkerBuster ?? i try to work on it .. but it seems many parts haven't the correct position as the mainhull .. many other parts need to be duplicated and mirrored ...
Hi, I downloaded the head of Leia and in 3ds max has no mapping coordinates. Given that I've seen some render of she, what am I doing wrong?
[QUOTE=corycubbage;52999411]I'm having trouble with the textures for the MC80 hangar floor. I understand that I likely will need to layer this texture with something else, but the texture is using a naming convention that I can't quite figure out: [b]t_floorhangarmc80_01_a_m[/b]. I thought it was just the metallic, but it's not just hte blue channel that is used - all three are: [IMG]https://i.imgur.com/OsLEN5J.jpg[/IMG] Can you help me ID what's going on here?[/QUOTE] How does it look ingame? If uncertain you could check the materials of the mesh in frosty. Floors are basicly just reflective with detail maps. 2 procedural mappings: scale 5 for panels (t_panelmaskhangarmc80_01a_m), scale 30 for details (t_metaldetailnormal_01_n). The channels definetely are ambient occlusion (r) and metalness (b) aka reflection intensity or coloration. The paint is [.5,.5,.5], metal is [.9,.9,.9] intense. The interesting bit of the texture is the underscore between a_m and the fact that the materials contain unused grunge parameters. i'm sure the green channel is an unused grunge intensity mask that should balance the roughness, or normals or coloration using t_metalgrunge_01_n. Seems just unused. Floors clean. Good janitor.
Tutorial - Creating Photorealistic portrait in Cinema 4D with C4DtoA [url]http://tutorials.cgrecord.net/2016/04/arnold-for-c4d-tutorial-creating.html[/url] [IMG]https://4.bp.blogspot.com/--h3EN9RWNHs/VyMJVjWvImI/AAAAAAABhhU/MFQ3H7kC2JUZV7k1yVfKxvC0JdJJsRSVwCLcB/s1600/daniel-hennies-2-11454.jpg[/IMG]
Thank you to both cSonora and bshadow for your replies to my question! I will continue to tinker with it. [QUOTE=bshadow;52999817]How does it look ingame? If uncertain you could check the materials of the mesh in frosty.[/QUOTE] How exactly does one do this? I can't even get the game to load in Frosty, it gives me an error. It was my understanding that v1.03a of Frosty couldn't load anything from Battlefront II. Is that incorrect?
[QUOTE=corycubbage;52999964]Thank you to both cSonora and bshadow for your replies to my question! I will continue to tinker with it.[/QUOTE] Tinker? Okay. Have this thingy tho. The best i could emulate this game shader. 2 normal map layers (bent - cause cycles can't add normal vectors correctly) and plain rgb * ao and 'map diffuse' with the 'emulated' reflection and masking. It looks close. I haven't bothered trying to get the grunge working. [t]https://i.imgur.com/kEISwgC.jpg[/t] Edit while edit: [QUOTE=corycubbage;52999964]How exactly does one do this? I can't even get the game to load in Frosty, it gives me an error. It was my understanding that v1.03a of Frosty couldn't load anything from Battlefront II. Is that incorrect?[/QUOTE] Yes. 1.0.3 doesn't work. I dunno when the dev will fix it. You need the 'inofficial' 1.0[url=http://www.mediafire.com/file/z75ml8zudl8n37j/FrostyEditor_v1.0.2swbf2.rar][b].[/b][/url]2swbf2 version. It's a lil more broken then working right now too. Don't expect to get everything to show up correct.
Hello guys! Have somebody resistance trooper and weapon assets to battlefront 2 2005 ? or the resistance trooper and weapon model from Galaxy of Heroes?
[QUOTE=_Broadside;53000112]Hello guys! Have somebody resistance trooper and weapon assets to battlefront 2 2005 ? or the resistance trooper and weapon model from Galaxy of Heroes?[/QUOTE] The 2005 game doesn't have the Resistance.
[QUOTE=ggctuk;53000143]The 2005 game doesn't have the Resistance.[/QUOTE] I mean already ported to it :D
[QUOTE=_MissingTxtur;52999606]Is it possible for this to be converted into an obj format, please and thank you[/QUOTE] Just use Noesis. It's free and works like a charm on FBX2017. [URL="http://richwhitehouse.com/index.php?content=inc_projects.php"]http://richwhitehouse.com/index.php?content=inc_projects.php[/URL] [editline]23rd December 2017[/editline] [QUOTE=Champs;52999736]@Badhorse , have you take a look on the BunkerBuster ?? i try to work on it .. but it seems many parts haven't the correct position as the mainhull .. many other parts need to be duplicated and mirrored ...[/QUOTE] I saw the BunkerBuster and I'm interested in giving a go, the problem is there are very few detailed reference pics available yet to make sure I'm putting all the bits and pieces in the right locations.
Bender is good too ... its free and easy to use :-) [URL="https://www.blender.org/"]https://www.blender.org/[/URL] Just import FBX --> export OBJ --> done :-) not sure if OBJ supports multible UVs ...
[QUOTE=Champs;52994499]Yes, the Raddus .. MC85 I can export too, the Bunkerbuster corvette I have patch myself , the extractor to read and export all files from the first add on.. I can read and export all now ...[/QUOTE] Can I get that Bunkerbuster? It's such a cool design
Does anybody have the N-1 Starfighter cockpit?
[QUOTE=badhorse;53000172]Just use Noesis. It's free and works like a charm on FBX2017. [URL="http://richwhitehouse.com/index.php?content=inc_projects.php"]http://richwhitehouse.com/index.php?content=inc_projects.php[/URL][/QUOTE] The big issue there is that Noesis will only convert the first UV channel as OBJ only supports one UV channel and at current Noesis doesn't have any options for selecting which UV channel is written to the obj.
[QUOTE=ggctuk;53000284]The big issue there is that Noesis will only convert the first UV channel as OBJ only supports one UV channel and at current Noesis doesn't have any options for selecting which UV channel is written to the obj.[/QUOTE] I included separate FBX models with the both original, and swapped UV channels. Also I included normal textures that were re-baked into the same UV channel as the color and specular textures.
[QUOTE=badhorse;53000338]I included separate FBX models with the both original, and swapped UV channels. Also I included normal textures that were re-baked into the same UV channel as the color and specular textures.[/QUOTE] Good to know.
Anything new regarding BF2's music? Did anybody manage a complete rip?
[QUOTE=badhorse;53000172] I saw the BunkerBuster and I'm interested in giving a go, the problem is there are very few detailed reference pics available yet to make sure I'm putting all the bits and pieces in the right locations.[/QUOTE] i will try to use Intel GPA to rip the spacebattle, to obtain the right positioning ...even i can't obtain the UVsets
[QUOTE=badhorse;53000338]I included separate FBX models with the both original, and swapped UV channels. Also I included normal textures that were re-baked into the same UV channel as the color and specular textures.[/QUOTE] Hi badhorse. Most of the models have 2UV sets. Any chance you make a quick tutorial to rebake normals from a 2 UV model to a 1 UV set. To get the second UV set out of Blender is possible for me, but the textures are a mistery.
[QUOTE=delta100;53000779]Hi badhorse. Most of the models have 2UV sets. Any chance you make a quick tutorial to rebake normals from a 2 UV model to a 1 UV set. To get the second UV set out of Blender is possible for me, but the textures are a mistery.[/QUOTE] When there are two sets cant you just duplicate the object? I don't know if this is the logical approach, as my own methods are half arsed by most respects, but what I do is: Example Object with 2 UVs, lets call it UV1 and UV2 Duplicate object. Object one, go to the UV window with UV1 selected on blender and select the little single vertex on the bottom left. This will highlight on object one all the faces associated with UV2. Delete faces [not vertex, faces] Go to object two, select UV2, and repeat the process by selecting the little vertex again. Delete the faces associated with UV1. You now have two objects with UVs for Uv1 and UV2. I then rename both UVs to something easy like just UV, or UVMap, etc.
[QUOTE=delta100;53000779]Hi badhorse. Most of the models have 2UV sets. Any chance you make a quick tutorial to rebake normals from a 2 UV model to a 1 UV set. To get the second UV set out of Blender is possible for me, but the textures are a mistery.[/QUOTE] Already did. Seems to be working pretty well, although I do usually stretch the levels in GIMP a bit after re-bake, as they're not quite as contrasty as the originals. [URL]https://facepunch.com/showthread.php?t=1582186&p=52849693#post52849693[/URL]
Just realized... In all this hoopla, is there no Snoke models? I guess I could just get a Palpatine model and run his face over with a 4x4...
[QUOTE=thac0;53001125]Just realized... ... Snoke models? ...[/QUOTE] Sad but true, there are none. Atleast that i know of. Snoke is still under wraps. Even tho...
[QUOTE=bshadow;53001142]Sad but true, there are none. Atleast that i know of. Snoke is still under wraps. Even tho...[/QUOTE] Does Robo Palpatine appear outside of a cutscene? [the Sentinel guys lifted from the comics]
[QUOTE=thac0;53001149]Does Robo Palpatine appear outside of a cutscene? [the Sentinel guys lifted from the comics][/QUOTE] no
[QUOTE=Tuskin;53001190]no[/QUOTE] Ah, just curious. Kind of interesting how much they lifted from Dark Empire at this point. Thanks for the heads up.
[QUOTE=thac0;53001202]Ah, just curious. Kind of interesting how much they lifted from Dark Empire at this point. Thanks for the heads up.[/QUOTE] I haven't read Dark Empire, there were robot messengers?
[QUOTE=Tuskin;53001317]I haven't read Dark Empire, there were robot messengers?[/QUOTE] There is a considerable amount of symmetry between the Disney/Marvel comic Shattered Empire, Force Awakens and Last Jedi that comes right off the page of that comic series. No movie spoilers here, but the basic plot is so similar Tom Veitch should have gotten a writer's credit for TLJ. Imperial Sentinels and the messenger types from 2015 (and the game) are very similar, with only their use slightly augmented. Even their designs are based off the same Royal Guard concept art from way back, though the Dark Empire ones are considerably larger. Luke in Dark Empire appears in TLJ as Kylo and Old Luke, just like Praetorian Guards and Sentinels are like 'parts of the whole' of the Imperial Sentinels in Dark Empire. In short, check out the comic. It is pretty good, back before we had a lot of answers from Lucas, with a strange connectivity from its release in 1994 to the most recent 're-imaginings' by Disney.
Has anyone looked into ripping models from 'Star Wars Droid Repair Bay' for the Vive?
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