Unit models

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UnaidedCoder

Unit models

Post by UnaidedCoder »

I found nearly all the files (levels, scripys). But I can't find the unit models and textures. Where are they?
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Dragonum
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Post by Dragonum »

you find them in the side folders
UnaidedCoder

Post by UnaidedCoder »

The what? (Currently a newb atfile searching SW:BF, sorry)
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

The Side folder contains all of that for each faction but in hex view is looks like total gibberish.
UnaidedCoder

Post by UnaidedCoder »

I'm looking high and low and see nothing called the side folder
Lord-Bandu

Post by Lord-Bandu »

assets >sides

windows search engine is your freind in BFbuilder
UnaidedCoder

Post by UnaidedCoder »

K got it.

Now to see if I can get it into the 3D modeler. I'm gonna go check out some stickies.
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

Good luck, if you can mod that you're probably better that Lord Bandu or Rends.
Leviathan
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Post by Leviathan »

Coder', all *.MSH files you'll find in the "Assets\Sides" sub-folders can't be imported in 3D-modelling softwares, even in Softimage|XSI products...
You must wait for a tool called BConstructor, first, which will be able to convert SWBF MeSH files into *.XSI ones, usable in many modelling tools...
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

Do you actually have XSI ?
UnaidedCoder

Post by UnaidedCoder »

Yes i have XSI, yes i know how to model (I'll send you a shot of a machine I made in a sec when I first picked up a modeler) and is this BC Constructor what we are waiting for on the 5th?

Anywho, the robot:

Image

100% completely unrendered, so he looks like crap, edge wise.
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

WTF is that?
Leviathan
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Post by Leviathan »

Something which shows that Coder' won't need to get tutorials on "How to start modelling with Softimage|XSI"... And as far as I know, none BConstructor release date has been provided yet...
UnaidedCoder

Post by UnaidedCoder »

No date? Diet Dr. Pepper <_>

There's only one thing that irks me about XSi: I made that with plane modeling (making a sheet and melding it into the part you want, like his gears and plating) and used blueprints I drew up to keep everything in check. But I can't find how you would go about loading up a blueprint backround in XSI.

EDIT: Sith, here's the display shot:

http://img134.imageshack.us/img134/2701/image300xr.png
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Post by Qdin »

is that one modelled into that position, or did you use bones/nulls as parents and moved them in a hieracy(sp?) until it had that position? :)
UnaidedCoder

Post by UnaidedCoder »

No, this was back when i was messing around with a 3D modeller for the first time (GmaX) and i couldn't get the help files since it was discontinued like literally the next day).

I could have boned it (I knew how, to an extent), but only the limbs are boned. The rest was assembled by hand. That means no control boxes and no center of gravity was used (he is in my sig-which won't load for some reason- and that's all i wanted him for).
Qdin
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Post by Qdin »

lol - the admins removed the sigs some time ago :)

but its good - I'd browse through the XSI Forum about info about how to add that thing :roll: in SWBF2 :P
UnaidedCoder

Post by UnaidedCoder »

Might. But that requires me to remake it. Good thing I kept the blueprints. The reason is that the origional is on my old comp, which I cannot access since the 3d modeller on it was deleted.

As soon as I find out how to load up the blueprints on XSI I'll make it.
UnaidedCoder

Post by UnaidedCoder »

Ok guys, I want your help:

I'm going to recreate the robot with NO blueprints (off memory), and using only primitives (generate so and so) and verticy manipulation. When i'm done tell me which you think is better.

So far, a leg:

http://img525.imageshack.us/img525/5135/robotleg7sx.png
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

If I knew what the hell you are talking about I would tell you. :?
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