Mass Effect: Unification's art & animation WIP thread

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.

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CressAlbane
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Re: Mass Effect: Unification's art & animation WIP thread

Post by CressAlbane »

Wow, you must have done some pretty fleet work to get a Quarian torso ready so quickly.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Live4all »

I just came across this forum, and found this mod. It's impressive, and you guys are doing a great job. I was compelled to create an account and ask, however, what compels you to remake the Mass Effect models from scratch :shock: ?

Tools like Gildor's Umodel (http://www.gildor.org/en/projects/umodel), if there's not some legal impediment for a fan production, seem like they'd save you all a lot of extra work. The image below is an example of umodel importing to 3ds max with minimal user intervention.

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Image

Regardless, I'm really looking forward to seeing this project grow.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Maveritchell »

Live4all wrote:Tools like Gildor's Umodel (http://www.gildor.org/en/projects/umodel), if there's not some legal impediment for a fan production, seem like they'd save you all a lot of extra work. The image below is an example of umodel importing to 3ds max with minimal user intervention.
If assets from a game haven't been released to the public as useable assets, they're off the table. Bioware/EA hasn't said "here you go, modders of the world, use our stuff." Yanking it out of the game like that is simply against site rules (plus, it's super lazy).
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

We only import models to use their wireframes as a reference, Mass Effect's assets are too high-poly for Battlefront, and, as Mav said, it's just lazy. :p
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Live4all »

Maveritchell wrote: If assets from a game haven't been released to the public as useable assets, they're off the table. Bioware/EA hasn't said "here you go, modders of the world, use our stuff." Yanking it out of the game like that is simply against site rules (plus, it's super lazy).
Marth8880 wrote:We only import models to use their wireframes as a reference, Mass Effect's assets are too high-poly for Battlefront, and, as THEMAVMAN said, it's just lazy. :p

I'm glad you all are fully aware of your options then, and how much work you're willing to put toward them. I presently see the Index intellectual property policy reminder, by no means intend(ed) to defy community attitudes.

For any asset of course, the polygon limit is shame. I would have hoped the Zero engine could scale with modern hardware. Out of curiosity, is this rendering efficiency, or a hard-coded limitation?
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

It's an engine/"hard-coded" limitation. The engine simply can't handle too many triangles.


Small update-

Praetorian unit model:
Hidden/Spoiler:
JK! Scion Cluster Grenade...
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Re: Mass Effect: Unification's art & animation WIP thread

Post by THEWULFMAN »

I've only been gone like, a day and you make the Praetorian. Nice work.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by CressAlbane »

Wouldn't a colossal unit like the Praetorian be better as a vehicle? Cool mesh, though.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

Yeah, I plan on making it an auto-pilot walker vehicle. :o
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Re: Mass Effect: Unification's art & animation WIP thread

Post by THEWULFMAN »

Yes it will actually be an AI controlled walker Eventually™.

EDIT: DANGIT, Ninja'd.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by TWINKEYRUNAWAY »

AI controlled vehicle unit? Wow, that sounds pretty cool!
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Cleb »

Even though I've never played Mass Effect, that model is epic :thumbs:
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When I first saw it I didn't see the caption and I was like, "thats just a sphere" but then I noticed the caption :funny2: :wink:
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Re: Mass Effect: Unification's art & animation WIP thread

Post by CressAlbane »

Um... doesn't the Praetorian fly? We are talking about the thing that floats, shoots laser beams, and smashes down to heal itself, right?
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

The Praetorians in ME2 behave that way, yes, but I am modeling their behavior and weapons and the like after the (Possessed) Praetorians in ME3; they walk, hover, and leap at deadly speeds - they behave in a fashion that is easier than the ME2 version to replicate in Battlefront. Also, auto-pilot hover vehicles sadly don't work in SWBF2. Ugh, so many things would be so easy to fix if they worked... All of the freaking drones would be just ungodly easy to replicate... *sigh*

By the way, if anybody happens to have any ideas of any kind for a workaround for automatic-pilot hover vehicles (would probably need to be Lua), then please, by all means, fire away. (But don't Hit Me With Your Best Shot. :P )
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Nedarb7 »

If I understand your question correctly: you could use a remote droid as your base:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "droid"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "self" \\note that I changed "remote" to self

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

MaxHealth = 100.0
AddHealth = -1.0

EnergyAutoRestore = -1.7

SetAltitude = 2.0
GravityScale = 1.0//2
LiftSpring = 10.0 //10Lighter the veh the high the number
LiftDamp = 3.0

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "30.0"//how much swim the craft has from the center of the screen


LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 1
WeaponAmmo = 0
WeaponChannel = 0

WEAPONSECTION = 2
WeaponAmmo = 1
WeaponChannel = 1

AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
Of course you'd need to make a bunch of changes to make it non-wimpy :P
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

That doesn't work either if I remember correctly - I don't particularly remember trying it though either. AQT or WULF (or someone not on the project): would you mind trying and seeing if it works? (I'm camping right now, I don't have Teamviewer installed on my desktop, and I won't be back until Sunday.) Thanks. :)

Also heh, I actually do have the Combat Drone set up as a remote droid, but it's remotely piloted. :V
Last edited by Marth8880 on Thu Aug 22, 2013 5:47 pm, edited 1 time in total.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Nedarb7 »

Sure I could try, do you want me to make it spawn from a vehicle spawn?
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

I just need a self-piloting entity that hovers (through illusion or actuality) and can be dispensed by units (and multiple can be on the playing field at the same time), no matter how it's done.

I'm not worried about the Praetorians being walkers, so don't worry about vehicle spawns.

In short, nope, it should either be dispensed normally or spawned at the owner's matrix via Lua, similar to a remote droid.
Last edited by Marth8880 on Thu Aug 22, 2013 8:08 pm, edited 1 time in total.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Maveritchell »

Okay guys, it stopped being cute like 14 posts ago. Please cut the spam.
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Re: Mass Effect: Unification's art & animation WIP thread

Post by Marth8880 »

It's completely serious and not spam, but it should be discussed in the mod's WIP thread (or a separate new thread) regardless.

So to quote The Mad Hatter, "CHAAAANGE PLACES!"
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