All-Purpose Request Thread (Mk. IV)

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

Postby CdtFox » Thu Sep 29, 2016 1:37 am

Could someone please fix the CWA Gregor model issue:

Hidden/Spoiler:
Image


Look at this hands..... :funny2:

http://www.mediafire.com/file/c8vea3r3x ... Gregor.rar

Thank you! :D

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

Postby i2Bros » Fri Sep 30, 2016 9:29 am

CdtFox wrote:Could someone please fix the CWA Gregor model issue:

Hidden/Spoiler:
Image


Look at this hands..... :funny2:

http://www.mediafire.com/file/c8vea3r3x ... Gregor.rar

Thank you! :D


probably this is a job that fits my skills, but can you please share with me your TCW clone sniper model? ;)

EDIT: What about this?
Hidden/Spoiler:
Image

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

Postby ARC1778 » Fri Sep 30, 2016 9:51 pm

Can someone convert the TFU costumes over? Assuming that's a quick job. Thx.

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

Postby SkinnyODST » Sat Oct 01, 2016 9:43 pm

Well, I'm talking more about changing it for every map. Forgive my laymanship, but couldn't I do something with the .LVL files in the side folder? For example I can change what the default clone sides are on every map (at least every map that doesn't use unique sides) by renaming a file "REP". Of course that doesn't work if you try to rename another faction's LVL to "REP" and only works if its another republic sides file. I'm trying to find out if there's a way to change the CIS into the Empire by doing something like that; that way I can just switch out whenever I want. I'm not very knowledgeable on this type of thing quite yet.


You can go into the odf file for the droids (each individual one) and change the msh file for it. I`m going to use the IMP and CIS rifleman for this example. Change the droid rifleman`s odf (cis_inf_rifleman, not default_rifleman) to the imp_inf_rifleman`s.

Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default_rifleman"


[Properties]
UnitType = "trooper"

GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"


change to,

Hidden/Spoiler:
[GameObjectClass]
ClassParent = "imp_inf_default_rifleman"

[Properties]
GeometryName = "imp_inf_stormtrooper"
GeometryLowRes = "imp_inf_stormtrooper_low1"
FirstPerson = "IMP\impstrp;imp_1st_stormtrooper"


of course you can leave the ***_inf_default_rifleman thing the same if you want, that just determines what weapons they have. But as long as you change the geometry name/s to the stormtroopers it should all work out fine.

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

Postby commanderawesome » Sat Oct 01, 2016 9:50 pm

SkinnyODST wrote:of course you can leave the ***_inf_default_rifleman thing the same if you want, that just determines what weapons they have. But as long as you change the geometry name/s to the stormtroopers it should all work out fine.

It's worth noting that he needs to copy all of the models and odf files from imp for that to work. Otherwise it would just cause a crash.

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

Postby AnthonyBF2 » Mon Oct 03, 2016 7:18 am

I am trying to animate the other unused door object in Polis Massa that's included with Polis Massa assets. So far I cannot do it, the door just remains like a prop. I copied the files from TAN\MUNGED to POL\MUNGED because I want the Polis Massa door to go up like the Tantive doors. I also made sure to edit my Polis Massa door ODF to reference the Tantive door animation. My searching concludes that something has to be done to the model so that it animates. I'd like to kindly ask if anyone is willing to edit that door object for me so it can be animated. The file is POL\MSH\Pol_prop_airlock_door.msh

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

Postby JimmyAngler » Fri Oct 28, 2016 5:16 pm

Hey guys, I have a model from a friend that is in .blend format, and i use xsi. Can someone please convert it for me?
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https://dl.dropboxusercontent.com/u/52357713/Needler%20Shotgun.blend

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

Postby Marth8880 » Fri Oct 28, 2016 7:25 pm

@JimAng: Just tell him to export it to OBJ tbh (or FBX if it's enveloped or if OBJ refuses to retain material/UV information)

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

Postby Quarters » Wed Nov 02, 2016 4:44 pm

Has anyone released a fixed version of the Magnaguard's Electrostaff animations made a while back? All the released ones I've used have broken the animations and/or hitmarkers of other sabre users on default maps when I've used them in a custom side that's replaced the default cis.lvl.

I've heard some people have needed to remunge their own but I've been unable to do so, and there aren't any tutorials of any use around.

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

Postby Anakin » Sun Nov 20, 2016 7:17 am

Looking for someone who knows c++ and wanna help me with the mesh Viewer

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

Postby MissingTexture » Wed Nov 23, 2016 5:18 pm

Need help lowering a poly-count for this model and adjusting the door to be open! If anybody can help me, please PM me

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

Postby Anakin » Wed Nov 23, 2016 6:14 pm

Xsi can automatically lower the poly count

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

Postby MissingTexture » Wed Nov 23, 2016 8:33 pm

Anakin wrote:Xsi can automatically lower the poly count


It makes certain polygons disappear when I do, I am not very experienced with Softimage to fix those missing pieces

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

Postby thelegend » Sat Nov 26, 2016 1:13 pm

Floating polygons disappear. Solid ones usually don't. You can wield some edges or simply select the polygons you want to lower by pressing U (Or using the box selection method).
I recommend lowering down small areas of this vehicle. Large polygons (The wings for example) shouldn't be lowered because of possibly UV glitches. They'd be seen especially in greater distances.

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

Postby MissingTexture » Sun Nov 27, 2016 12:38 am

thelegend wrote:Floating polygons disappear. Solid ones usually don't. You can wield some edges or simply select the polygons you want to lower by pressing U (Or using the box selection method).
I recommend lowering down small areas of this vehicle. Large polygons (The wings for example) shouldn't be lowered because of possibly UV glitches. They'd be seen especially in greater distances.


Thanks for that! I managed to reduce it from approx. 12k down to just a bit under 6k

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

Postby Delta-1035 » Sat Dec 03, 2016 11:06 am

Can anybody please remove the backpack from the vanilla rebel snow trooper?

I usually do things like that myself with the mshedit, but it looks like that the backpack is not a separated modl chunk, at least it is not for the mshedit.

Thanks!

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

Postby darthhalv » Wed Dec 07, 2016 8:14 am

Does anyone have the pictures from the Custom Galactic Conquest tutorial by firefang because i can't watch the images in the topic.

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

Postby RevanSithLord » Wed Dec 07, 2016 8:29 pm

Does anyone know where we (the Designated Days team) can get the AT-ST and AT-AT skeletons for XSI? Any help would be appreciated.

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

Postby Marth8880 » Thu Dec 08, 2016 2:40 am

@RSL: These are the droi-- err, walkers you're looking for: https://sites.google.com/site/andescp/z ... ects=0&d=1 Image

(got it from this thread)

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

Postby darthhalv » Thu Dec 08, 2016 8:21 am

Can someone upload the 1.3 patch documentation plz?

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