XSI ZETools

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

XSI ZETools

Postby ANDEWEGET » Thu Jul 28, 2011 1:00 pm

XSIZETools

>> GitHub XSIZETools page <<
For downloads, guidelines and information.

___________________________________________________________________________
Template Packs

Droids:
Mirrors: Google Sites
Content: Battle Droid, Magna Guard, SB Droid, Droideka
----------------------------------------------------
Heroes:
Mirrors: Google Sites
Content: Chewbacca, Aayla Secura, Yoda
----------------------------------------------------
Special Units:
Mirrors: Google Sites
Content: SWBF I ARC Trooper, Female Sniper
----------------------------------------------------
Villains:
Mirrors: Google Sites
Content: General Grievous, Darth Vader
----------------------------------------------------
Creatures:
Mirrors: Google Sites
Content: Gamorrean Guard, Geonosian, Wampa, Jawa, Acklay, Taun Taun, Ewok
----------------------------------------------------
Walkers:
Mirrors: Google Sites
Content: AT-TE(not game ready?), Oneman AT-ST, AT-AT, AT-ST
----------------------------------------------------
Lightsabers:
Mirrors: Google Sites
Content: Lightsaber Left, Lightsaber Right
___________________________________________________________________________
If you experience any problems with this plugin, please post in this thread or send me(ANDEWEGET) a PM.
Last edited by ANDEWEGET on Thu Jan 16, 2014 9:44 pm, edited 83 times in total.

Sith Lord
User avatar
Posts: 1707
Joined: Wed Jun 03, 2009 3:14 pm
Location: in the jungles of Yavin IV
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
Xfire or Steam user: acryptozoo(yes guru is cool too)
xbox live or psn: acryptozoo

Re: XSI ZETools/Scripts

Postby acryptozoo » Thu Jul 28, 2011 1:22 pm

wow thats awesome i cant wait till its finished :D

Master Bounty Hunter
User avatar
Posts: 1649
Joined: Thu Jul 08, 2010 5:53 pm
Location: New York, USA
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
Xfire or Steam user: cerfonr2x
xbox live or psn: No gamertag set

Re: XSI ZETools/Scripts

Postby Cerfon Rournes » Thu Jul 28, 2011 1:41 pm

Fantastic! :thumbs:
Weapon template ideas:
Rifle W/ correct hp_fire rotation.
Lightsaber W/ correct hp_fire rotation.
Thats what I got. Amazing job Ande!!

Master of the Force
User avatar
Posts: 4192
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming
Xfire or Steam user: fiodis

Re: XSI ZETools/Scripts

Postby Fiodis » Sat Jul 30, 2011 7:39 pm

Cerfon Rournes wrote:Rifle W/ correct hp_fire rotation.

I didn't know there was a specific rotation. I just created a null and positioned it without rotating. It's already pointing along the z-axis the right way.

Sith Master
User avatar
Posts: 2728
Joined: Fri Mar 27, 2009 10:23 am
Location: Does whatever a Spiderpig does
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
Xfire or Steam user: darthspiderpig (guru is still coolest)
xbox live or psn: Has no xbox....Yup

Re: XSI ZETools/Scripts

Postby Darth_Spiderpig » Sat Jul 30, 2011 8:33 pm

Fiodis wrote:
Cerfon Rournes wrote:Rifle W/ correct hp_fire rotation.

I didn't know there was a specific rotation. I just created a null and positioned it without rotating. It's already pointing along the z-axis the right way.


QFT.

Neat idea ANDE, I'll be sure to keep an eye on this topic. :thumbs:

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Sun Jul 31, 2011 6:53 am

Thanks for the comments/suggestions! ;)

As long as you place your firepoint along the z-axis it should work fine.

All the functions work now, I just need to create some templates and then Im finished, although the weapons tab still looks very empty...

Sith Master
User avatar
Posts: 2728
Joined: Fri Mar 27, 2009 10:23 am
Location: Does whatever a Spiderpig does
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
Xfire or Steam user: darthspiderpig (guru is still coolest)
xbox live or psn: Has no xbox....Yup

Re: XSI ZETools/Scripts

Postby Darth_Spiderpig » Sun Jul 31, 2011 10:35 am

ANDEWEGET wrote:All the functions work now, I just need to create some templates and then Im finished, although the weapons tab still looks very empty...


Well, afaik there isn't much you can do with weapons, like no spinning parts for like a chaingun, no ammo counter on the first person model, so I think adding hp_fire(s) and maybe right scaling and positioning is all you might need.

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Sun Jul 31, 2011 12:32 pm

Yeah, thats true... While were at it, does somebody have any wishes on non-SWBF2-specific scripts? Id just include them in the misc tab.

Gametoast Staff
Posts: 3445
Joined: Mon Aug 21, 2006 6:23 am

Re: XSI ZETools/Scripts

Postby AceMastermind » Mon Aug 01, 2011 11:46 pm

What kind of scripts are you looking for, macros, tool shortcuts, plugins/xsiaddons etc?
You could also include the lowres skeleton and tentacle templates on the Character Tools tab if you want.

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Thu Aug 04, 2011 8:56 am

ANDEWEGET wrote:Thanks! Didnt know that there were templates for those.


I dont have the modtools/any tools to convert .msh, so anyone willing to convert some models for the templates? Id need the rebel rifle, rebel pistol, rebel rocketlauncher, a (stock) lightsaber for the weapons. A flyer without animations(ARC fighter?) and a hover without animations(SWBF 1 rebel hovertank?) for the vehicles.

Master of the Force
User avatar
Posts: 4192
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming
Xfire or Steam user: fiodis

Re: XSI ZETools/Scripts

Postby Fiodis » Thu Aug 04, 2011 8:54 pm

I wouldn't mind. What format do you need them in?

Jedi Admin
User avatar
Posts: 7384
Joined: Mon Aug 21, 2006 11:03 pm

Re: XSI ZETools/Scripts

Postby Maveritchell » Thu Aug 04, 2011 9:24 pm

Templates for all the "odd" unit skeletons (SBD, bdroid, Wampa, Vader, pilot, female, etc.) would be pretty useful as well.

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Fri Aug 05, 2011 5:28 am

@Fiodis: Actually just need a .obj although if its easier for you to export to something else, I dont mind, as long as it works. ;) Textures arent necessary, the templates will just be hierarchy/size references.

@Mav: True, but Id need the assistance of someone who can convert/redo those skeletons. ;)

Master of the Force
User avatar
Posts: 6069
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: XSI ZETools/Scripts

Postby DarthD.U.C.K. » Fri Aug 05, 2011 6:11 am

another thing you could add: units and vehicle firstperson templates

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Fri Aug 05, 2011 7:41 am

ANDEWEGET wrote:The units first person template I added already, I added your firstpersoncockpit.xsi, too, thats the first person for vehicles, right?


Hidden/Spoiler:
Image


What do you think of the picture BTW? Im not certain if its worth the space...

Major
User avatar
Posts: 527
Joined: Tue Jul 12, 2011 6:46 am
Projects :: Becoming a Concept Artist-Illustrator
Xfire or Steam user: lephenix51

Re: XSI ZETools/Scripts

Postby Lephenix » Fri Aug 05, 2011 11:22 am

That's great !
I like a lot that idea:

Maveritchell wrote:Templates for all the "odd" unit skeletons (SBD, bdroid, Wampa, Vader, pilot, female, etc.) would be pretty useful as well.


AceMastermind and FragMe! have the full version of ultimate unwrap 3D for importing skeletons.

Sith Lord
User avatar
Posts: 1707
Joined: Wed Jun 03, 2009 3:14 pm
Location: in the jungles of Yavin IV
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
Xfire or Steam user: acryptozoo(yes guru is cool too)
xbox live or psn: acryptozoo

Re: XSI ZETools/Scripts

Postby acryptozoo » Fri Aug 05, 2011 11:33 am

like the picture idea ... will make it easier to make turrets

Master of the Force
User avatar
Posts: 4192
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming
Xfire or Steam user: fiodis

Re: XSI ZETools/Scripts

Postby Fiodis » Sat Aug 06, 2011 11:03 am

ANDEWEGET wrote:Id need the rebel rifle, rebel pistol, rebel rocketlauncher, a (stock) lightsaber for the weapons. A flyer without animations(ARC fighter?) and a hover without animations(SWBF 1 rebel hovertank?) for the vehicles.

Heh, I already have most of those in .obj or .xsi form; I've got several folders of converted-from-msh units/weapons/props/vehicles. Usually they just take up space but occasionally I load up a few into XSI as references or to grab parts for kitbashes. The ARC, I believe, does have animations, but I used Vivaty to convert it smoothely (just the model, of course, not the skeleton). Is there some particular reason you want a vehicle without animations?

EDIT - Uploaded and sent a PM. Let me know if there's something wrong.

Ancient Force
User avatar
Posts: 1253
Joined: Tue Apr 01, 2008 8:42 am
Location: Germany

Re: XSI ZETools/Scripts

Postby ANDEWEGET » Sun Aug 07, 2011 11:45 am

Thanks! I dont want to redo the envelopes/bone hierarchy for the vehicles, hp hierarchy isnt as prone to go wrong as bone hierarchy is. ;)

The only thing which is left are the special skeletons(Id be grateful for any of them ;)).
Ill release a test version in the next days I suppose.

Gametoast Staff
Posts: 3445
Joined: Mon Aug 21, 2006 6:23 am

Re: XSI ZETools/Scripts

Postby AceMastermind » Sun Aug 07, 2011 6:00 pm

ANDEWEGET wrote:The only thing which is left are the special skeletons(Id be grateful for any of them...

Post a complete list of the skeletons you want and i'll start on this tonight maybe. Do you just want the skeletons or do you also want them with their geometry+UVs with enveloping and weighting too? This will determine how many steps I need to take to preserve this data.

Next

Return to 3D Modeling & Animation

Who is online

Users browsing this forum: Bing [Bot] and 1 guest