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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MissingTexture
2nd Lieutenant
Posts: 380 Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON
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by MissingTexture » Fri Jan 13, 2017 10:46 am
I used 4 terrain cutters (downloaded from the released assets) to the base entrances and they look fine in XSI & in Zero Editor, but when I munge everything into the game the terrain cutter do not appear to be there and the entrance is covered. I froze the operator stacks & transforms in hopes that those two things would be the issue but no success.
Here's how they look in XSI:
Any tips?
Teancum
Jedi Admin
Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
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Location: Indiana
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by Teancum » Fri Jan 13, 2017 10:52 am
Beaver Creek? Is that converted or did you make the models? (just checking due to conversion rules)
Luke
Private First Class
Posts: 75 Joined: Sat Feb 18, 2012 5:36 am
Projects :: Caron Prime - Liberation Action
Games I'm Playing :: SWBF2 SWRC
Location: Germany
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by Luke » Fri Jan 13, 2017 4:03 pm
Did you hide the terraincutters when you exported your model? I think terraincutters don't work in ZE if they are hidden.
MissingTexture
2nd Lieutenant
Posts: 380 Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON
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by MissingTexture » Fri Jan 13, 2017 4:14 pm
Teancum wrote: Beaver Creek? Is that converted or did you make the models? (just checking due to conversion rules)
I personally didn't make it. My friend said he remodelled over the originals and edited the textures, does that still apply?
Luke wrote: Did you hide the terraincutters when you exported your model? I think terraincutters don't work in ZE if they are hidden.
No I didn't hide the terrain cutters upon exporting, I can see them in ZE
Oceans14
Command Sergeant Major
Posts: 296 Joined: Mon Apr 27, 2015 7:09 pm
Projects :: Athenova Campaign
Games I'm Playing :: SWBF2
Location: Planet 4546b
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by Oceans14 » Fri Jan 13, 2017 9:08 pm
The cutters need to be a child of a mesh I think. So drag them into cliff_wall maybe.
MissingTexture
2nd Lieutenant
Posts: 380 Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON
Post
by MissingTexture » Sat Jan 14, 2017 11:21 am
Oceans14 wrote: The cutters need to be a child of a mesh I think. So drag them into cliff_wall maybe.
I tried that out, but no luck