Z-Brush

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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drummerzoid1

Z-Brush

Post by drummerzoid1 »

has anyone used z-brush and then exported it to SWBF1, I just got the demo version and they used it to make DOOM 3, you can change the polycount after you make the model, check it out.
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minilogoguy18
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RE: Z-Brush

Post by minilogoguy18 »

XSI is the ONLY program that can export to SWBF and SWBF2, i repeat ONLY!
drummerzoid1

RE: Z-Brush

Post by drummerzoid1 »

i mean export it to a format so it can go to xsi then export it from xsi
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minilogoguy18
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RE: Z-Brush

Post by minilogoguy18 »

well the only problem about that is, the model can get terribly messed up between conversions and also, you still have to make all the layers in your scene as well as custom parameter sets for all your shadow volumes in XSI. they already said that mod tools will have a working .msh exporter so why not just use that instead of wasting time doing this? i used to do this for JKA all the time, i would model in max and then export as .xsi from softimage even though .xsi is what JA compilers use. its just that 3ds max would watermark exported scenes with an additional null in the heirarchy messing up my animations for vehicles. after a while i just learned XSI and saved myself ALOT of trouble and time.
drummerzoid1

RE: Z-Brush

Post by drummerzoid1 »

oh well milkshape can clear it up, i'll try to work on learning xsi but i'm making a level in lightwave, i'll texture it in xsi will that work?
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minilogoguy18
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RE: Z-Brush

Post by minilogoguy18 »

maps have to be made in zero editor, milkshape is a pretty iffy program and youd probably be wasting your time messing with it, just use the program that the game was built with, XSI.
drummerzoid1

RE: Z-Brush

Post by drummerzoid1 »

i've gotten alot of things imported to xsi just fine, all of the clones in my post "clones for modding" the textures are fine i'm just waiting for the tools to come out so i can see how they do movement and how the bones are placed, i'm almost positive and have been working with 3d for around two years
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RE: Z-Brush

Post by Leviathan »

Maybe you should consult this psych0fred web-site's folder, to get a preview of the "hierarchy" of Star Wars Battlefront I models' bones ?... (This "structure" might have been equally used for SWBF II meshes'...)
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RE: Z-Brush

Post by minilogoguy18 »

all units use the SAME skeleton so making your own is completely unneccesarry and probably wont come out right
drummerzoid1

RE: Z-Brush

Post by drummerzoid1 »

so will i be able to view the skeletens once the tools come out
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RE: Z-Brush

Post by minilogoguy18 »

dude that link that leviathan posted is a link to the clone model in emdl format that you can import into XSI, File>Import>Model...
drummerzoid1

RE: Z-Brush

Post by drummerzoid1 »

i know but star wars battlefront II might be different so i thought i should wate
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minilogoguy18
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RE: Z-Brush

Post by minilogoguy18 »

no they arent, they said in the BF2 mod tools thread that the models are the same and no re-exporting is required so that means that the units still use that very same skeleton.
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