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.

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ANDEWEGET
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XSI ZETools

Post by ANDEWEGET »

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.
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acryptozoo
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Re: XSI ZETools/Scripts

Post by acryptozoo »

wow thats awesome i cant wait till its finished :D
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Re: XSI ZETools/Scripts

Post by Cerfon Rournes »

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

Post by Fiodis »

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.
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Re: XSI ZETools/Scripts

Post by Darth_Spiderpig »

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:
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Re: XSI ZETools/Scripts

Post by ANDEWEGET »

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...
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Re: XSI ZETools/Scripts

Post by Darth_Spiderpig »

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.
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Re: XSI ZETools/Scripts

Post by ANDEWEGET »

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.
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Re: XSI ZETools/Scripts

Post by AceMastermind »

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.
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Re: XSI ZETools/Scripts

Post by ANDEWEGET »

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.
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Re: XSI ZETools/Scripts

Post by Fiodis »

I wouldn't mind. What format do you need them in?
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Re: XSI ZETools/Scripts

Post by Maveritchell »

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

Post by ANDEWEGET »

@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. ;)
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Re: XSI ZETools/Scripts

Post by DarthD.U.C.K. »

another thing you could add: units and vehicle firstperson templates
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Re: XSI ZETools/Scripts

Post by ANDEWEGET »

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...
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Re: XSI ZETools/Scripts

Post by Lephenix »

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.
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Re: XSI ZETools/Scripts

Post by acryptozoo »

like the picture idea ... will make it easier to make turrets
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Re: XSI ZETools/Scripts

Post by Fiodis »

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.
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Re: XSI ZETools/Scripts

Post by ANDEWEGET »

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.
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Re: XSI ZETools/Scripts

Post by AceMastermind »

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.
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