Is it possible if anybody her to extract the Ryloth Buildings from Star Wars Republic Heroes for me? I've been looking for a long time, but no luck in finding anybody who has released anything else other than character models.
Check this: http://forum.xentax.com/viewtopic.php?f=16&t=17114
Alternatively, there might be a fixed head in ChrisGFX's folder.
Does anybody have a Rakata model or head? Either from kotor or tor?
Don't want to be a broken record, but just wondering if Garrick Versio's head has been done; and if so, where can I find it. Thanks!
Why'd you need the republic heroes assets? Ryloth buildings? Most of those are map objects. data fiddle
Anyone?
Anyone know if there's a bipedal droid animation set? I'd love to get my hands on one for some Battledroids.
His head can't be fixed with the current VUR file for some reason.
Wanted to do a Clone Wars mod for Battlefront 2 (2005) pretty much recreate the maps for use in the game. Trying to stick to a Clone Wars art style.
Not sure if it's done yet, but can anyone get me the unarmored version of https://swtor.jedipedia.net/en/npc/treek-2
I've tried using ninja ripper but i've been having no luck with it ty
Well. You attempt a diy of the extraction?
Tools -> swtcwrh_xtrcttls
Stage1 loaded-> https://i.imgur.com/3KOEvlK.jpg
You just gotta run the script and load the m_ry+++.mdl files. You gotta edit the mktx parser code to get formats correct. Some of the textures may still not import, cause their names are attached to the mdls not in bin files. I dunno when they get loaded. It's pretty much working outta the box tho.
Yeah I'll give it a go! Anything I'd need specifically from the game itself to do this or is everything provided from the links above?
On that advise any chance you'd share those sick TMNT models for personal non profit use?
You just gotta dump the common_d9.rkv file with quickbms. Everything is in that dump folder, then. Just start the blender2.49 and load the blender-2.49b.blend file. Click in the script window, press Alt+P. Browser opens. Navigate to the dump folder and scroll down til you got m_ry+++ files. Select the mdl file you wanna load and press import. The files are named nice. No issue m_ry(mission)_(map)_(parts). I think the _gb files always contain the collision geometry. With that lil modified script most of the textures are automaticly converted ''correct' and loaded by blender, except normal maps are not converted. this blender doesn't support ATI2. It can't work with those buggers. You need them too? I could maybe write a bms that batches the whole load of tex to dds. That'd need a mofidication of the script then tho. It could load the textures by name. This stuff is so old code i have no idea howto do that.
If you need some vocals or sounds for the mod i could maybe provide another extractor. I just build one from git shared code. I could mod it to batch export all the fsbs. Gives you a mega ton of clean audio.
The rest is for you to figure out. You wanna mod? Recreate it? You gotta get howto bag this stuff.
Hey, could animations be extracted with this?
https://files.facepunch.com/forum/upload/132582/b6182c08-0556-4120-a47f-0a0948ae2b1b/Untitled-1.jpg
Anyone know how to fix the "low-poly" issue that the ARC-170 has? I usually use the 'phong' tag with C4D which fixes the issues with every other mesh, but for some reason it doesn't work with this one particular model.
--> rightclick --> optimize
What program? C4D?
yes C4D ... when you are in Vertex mode (point mode) then rightclick and optimize ... just tested it here
Ah alright, thanks for the tip! I'll be sure to try it out when I get the chance!
you are welcome
Rancor22, the reason the meshes are like that is not due to them being low poly, its the normals that causes them to be like that
IF i recall correctly in 3ds max you add an edit normals modifier and select all vertices and hit unify
It may also be an issue with the vertices not being welded together. You have to select all the vertices and weld them together. Then apply a phong/smoothing option. You can use Slide and hold Ctrl until the vertices weld together. You can also try the Stitch or Sew modifier functions. When using the Optimize function you may need to adjust the Tolerance levels to avoid welding too many vertices together into the same point.
This is more the case that I've found, and strangely the unwelded vertices behavior isn't consistent from model to model. I'd venture a guess that the difference may be related to the model source studio (i.e. DICE vs Criterion vs Motive) and their modeling practices/software. Unfortunately, globally welding all vertices for a mesh often has the unfortunate side effect of smoothing over what should otherwise be sharp edges, even when the tolerance is tight. Not sure there's a silver bullet fix for this one.
Good day everyone! I was wondering if, at any point, someone extracted the Lightsaber model Luke used on Hoth in Star Wars Battlefront 2015. I've searched around but haven't found anything for that particular model. The other assets I'm looking at are all from that game so it's my hope to be able to use that particular model if possible. Any help would be appreciated. Thank you.
https://i.imgur.com/trBcjRZ.jpg
Here you go:
SWBF_2015_Luke's Hoth Lightsaber
Thanks! I wasn't expecting such a quick response, lol
Can anybody rip the DC-15C from Republic Commando? I'd like to get a closer look at the attachment under the stock.
It's not the normal. I turned off all of the textures and it was the model itself that's like that. Cinema 4D tends to do that with models sometimes.
For any Blender Cycles users on here, do you have any suggestions for hair node setup? I got Rey's looking KINDA ok, but pretty much everyone else looks awful!
A transparent alpha mix shader should be enough. Problem with the wookie warrrior for example are the textures. They have bright edges. There's not a lot you can do about that. Just uv remap (grab x them to the dark versions) them. What is about rendering you gotta have enough transparency traces, depending on how many layers you overlay.
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