All-Purpose Request Thread (Mk. IV)

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giftheck
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Re: All-Purpose Request Thread (Mk. IV)

Post by giftheck »

Does anybody have an Thermal Imploder effect?
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Re: All-Purpose Request Thread (Mk. IV)

Post by thelegend »

It's not the best and most accurate but I am happy with the result. Feel free to edit is as you want:

https://pastebin.com/s24asjpY

It's the one I am using for BF3 Legacy.
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Re: All-Purpose Request Thread (Mk. IV)

Post by giftheck »

thelegend wrote:It's not the best and most accurate but I am happy with the result. Feel free to edit is as you want:

https://pastebin.com/s24asjpY

It's the one I am using for BF3 Legacy.
Much appreciated, thanks :)
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HeadSwap Kitbash - TCW Pilot Phase II

Post by i2Bros »

I have a kitbash request. I wanna put a Warthog head on the TCW clone trooper body. I will credit you forever. This is the mod I am working on: http://www.moddb.com/mods/the-battles-o ... s/#6769390

that's the link of the msh: https://www.dropbox.com/s/rnlrzolhmhkcl ... g.rar?dl=0

Thanks for reading, thanks twice for the skin when it's done. If thats not the right section for this kind of requests pls move this thread somewhere else.
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Re: All-Purpose Request Thread (Mk. IV)

Post by giftheck »

This isn't strictly related to SWBF2, but does anybody have the scripts (lua format) that the unofficial 1.3 SWBF2 patch changes, particularly the ones that add in custom era support? I want to try to add a third era to the first game and I have a sneaky suspicion that might be in there.
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Re: All-Purpose Request Thread (Mk. IV)

Post by Marth8880 »

ggctuk wrote:This isn't strictly related to SWBF2, but does anybody have the scripts (lua format) that the unofficial 1.3 SWBF2 patch changes, particularly the ones that add in custom era support? I want to try to add a third era to the first game and I have a sneaky suspicion that might be in there.
Might be in ifs_era_handler.lua, found in the recovered 1.3 patch source files here: https://www.dropbox.com/s/v5qt0dm0etmfh ... ce.7z?dl=1
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Re: All-Purpose Request Thread (Mk. IV)

Post by MissingTexture »

This is a long shot, but would anybody willing to model a Maz's Castle for me? I can do the textures. I'm trying to do a Takodana release for the New 2018 Year & I'd appreciate the assist :)
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Re: All-Purpose Request Thread (Mk. IV)

Post by Night003 »

Can someone help me to change units in moded .lvl?
(replace Firstperson and thirdperson model with one from another existing mod)
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Re: All-Purpose Request Thread (Mk. IV)

Post by Anakin »

Without source not possible
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Re: All-Purpose Request Thread (Mk. IV)

Post by mrcluster »

Could someone make an Imperial version of the Clone Pilot? Would be much appreciated; for reference I want to have a skin that makes them go from this
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to this:
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Re: All-Purpose Request Thread (Mk. IV)

Post by AQT »

How's this? I made it a few years ago:
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Download Link: http://www.mediafire.com/file/sjas4vvv3 ... e_Pilot.7z
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Re: All-Purpose Request Thread (Mk. IV)

Post by mrcluster »

AQT wrote:How's this? I made it a few years ago:
Hidden/Spoiler:
Image
Download Link: http://www.mediafire.com/file/sjas4vvv3 ... e_Pilot.7z
Thanks a lot!!!!
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Re: All-Purpose Request Thread (Mk. IV)

Post by LitFam »

Could someone please convert this rifle model? I need this model for my mod. You will be credited.

Link: http://www.mediafire.com/file/zqvnfubx7 ... 20Rifle.7z

Thanks for reading and have a Merry Christmas!
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Re: All-Purpose Request Thread (Mk. IV)

Post by mrcluster »

Does anyone have a "neutral" icon for Command Posts? It'd be great to be able to have a catch-all icon that can be used for Tusken Raiders/Wookiees/etc.
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Re: All-Purpose Request Thread (Mk. IV)

Post by AQT »

Unless you have a symbol in mind, I think the stock switch-y arrows icon (used for command posts in CTF modes) would work pretty well.
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Re: All-Purpose Request Thread (Mk. IV)

Post by Lorul1 »

Image
Is anyone here really good at texturing models ? It's for the ski speeder.
Model by missingtexture
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Re: All-Purpose Request Thread (Mk. IV)

Post by Anakin »

i don't have much time for such a project, but if this texture is "really good" in your eyes, i can give you a few tips and tricks on texturing
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Re: All-Purpose Request Thread (Mk. IV)

Post by MissingTexture »

Anakin wrote:i don't have much time for such a project, but if this texture is "really good" in your eyes, i can give you a few tips and tricks on texturing
Hidden/Spoiler:
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I'd love the tips and tricks! I've never done a texture straight from scratch, same for the modelling bit up until now, but anything to further my knowledge in 3d modelling for this would be great
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Re: All-Purpose Request Thread (Mk. IV)

Post by Anakin »

Ok,

so i'm working with Photoshop Elements, but i'm sure for the other graphic editors it'll be similar.

Start with a basic texture. it's just the base color maybe with a little noise.
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next you stamp the UVs on this texture, so you know where everything exactly is. I extracted the lines and put it in an separated layer, so i can always lay it over the latest progress.
If you stamp it on the currently used texture, confirm the overwrite question, but deny the next one that asks for applying the newly created texture to the model. Just minimize XSI and restore, than it's automatically updated.
That way you can easily use the same texture file for multiple model parts, because you can see where you already placed UVs.
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Next you go to property>rendermap. Select the resolution of your texture file and choose your UVs. Further i activated super sampling. I have no idea what it is good for exactly, but i think it makes better results.
Choose the Ambient Occlusion map and if you like you can activate Coverage in alpha, that way you get a mask of the UVs in the alpha channel. Press Regenerate Maps.
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Make sure you have every other models around your currently selected one visible.
Copy the result texture to your basic texture and set the layer property to multiply
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in the next step you should add 2 settings layer for the brightness. One makes it brighther, the other darker.
paint edges etc brighter/darker the way you like. I recoment to choose a non solid brush like this
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next you can paint cracks on a new layer. You can use a layer settings to add a "glow" effect, so the outlinings are brighter.
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now you can paint dirt to grooves and corners. Play around with the layer properties. I'm using multiply, but that's up to you. but you should use some fuzzy brushes like this
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You can use the same for scratches.

In the last step you'll do the bump map. Start with a grey basic and paint the edges and scratches darker, parts that should be higher need to get brighter.

For the specular you can use your final texture, make it grey scale and increase the contrast.

Final result:
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next i'll add some colors etc.


On this picture you can see how important the last steps with the scratches, dirt, highlights,.. are.
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Body, helmet and backpack are final, but the addon stuff have only the ambient occlusion with the basic texture and you can see that there is something missing. So don't stop after the first few steps!!



Profi tip: if you are really great in XSI you can make reall High polyed models and generate a normal map from the differences to the low polyed one. But i never made something like this.
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Re: All-Purpose Request Thread (Mk. IV)

Post by mrcluster »

Can somebody hex-edit the Sandtrooper backpack and pauldron onto an Ep3 clone?
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