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Post by hassdardo on May 17, 2024 1:32:06 GMT
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Post by kasissilvard on Jul 29, 2024 15:59:37 GMT
I created an account to say this whole thread is godsend. I've been looking for the ships everywhere, to little avail. So, thank everyone so much for all your work! I only have one request, because I can't seem to find it anywhere: the imperial Devastator Tank mount: swtorista.com/mounts/images/large/imperial-devastator.jpgI haven't been able to find it, and quite a few other mounts, on Jedipedia, so here's hoping someone can get a hold of it.
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Post by Warhammer_81 on Jul 29, 2024 22:03:21 GMT
I created an account to say this whole thread is godsend. I've been looking for the ships everywhere, to little avail. So, thank everyone so much for all your work! I only have one request, because I can't seem to find it anywhere: the imperial Devastator Tank mount: I haven't been able to find it, and quite a few other mounts, on Jedipedia, so here's hoping someone can get a hold of it. Here you go, I just did a quick rip of the model and textures for you: Imperial Devastator Hovertank SWTOR Model Rip
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Post by kasissilvard on Jul 30, 2024 14:51:02 GMT
Thank you so much! I'm trying to link all the textures now, but I've only used Blender to make minor fixes to models in the past. Any tips or tutorials on how to "fix" the SWTOR rips?
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Post by Warhammer_81 on Jul 31, 2024 1:23:24 GMT
Thank you so much! I'm trying to link all the textures now, but I've only used Blender to make minor fixes to models in the past. Any tips or tutorials on how to "fix" the SWTOR rips? What do you mean by "fix"?
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Post by kasissilvard on Jul 31, 2024 12:32:17 GMT
What do you mean by "fix"? The model doesn't seem to have the textures linked, it looks colorless when I import the file into Blender. With the Devastator I was able to more or less relink the textures and adjust the settings (after watching a few tutorials) to approximate the original photos. I have a handful of minor gripes with how mine turned out, but specifically the main gun barrel doesn't seem to be the same metallic color as the rest, and from the way the lights hit the whole model I feel the reflection is too "polished" as it stands. Another minor detail: in the photos I've seen, the tank has sensors next to the main barrel* that give off a red glow, but when I load the model they're white. I really don't want to sound like I'm complaining, honestly. I'm just a little lost at how to set up the model so it looks closer to in-game. I'd honestly just be content with getting the metal parts looking "adequately rugged" and the lights shining red.
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Post by Warhammer_81 on Jul 31, 2024 15:45:02 GMT
What do you mean by "fix"? The model doesn't seem to have the textures linked, it looks colorless when I import the file into Blender. With the Devastator I was able to more or less relink the textures and adjust the settings (after watching a few tutorials) to approximate the original photos. I have a handful of minor gripes with how mine turned out, but specifically the main gun barrel doesn't seem to be the same metallic color as the rest, and from the way the lights hit the whole model I feel the reflection is too "polished" as it stands. Another minor detail: in the photos I've seen, the tank has sensors next to the main barrel* that give off a red glow, but when I load the model they're white. I really don't want to sound like I'm complaining, honestly. I'm just a little lost at how to set up the model so it looks closer to in-game. I'd honestly just be content with getting the metal parts looking "adequately rugged" and the lights shining red. The Emission texture provides the luminance to the lights but not the color, that's why they look white. The Diffuse texture has an Alpha channel for the reflective level. The Specular texture has an Alpha channel for the Metallic shine. The Normal map is just a regular Tangent-Space Normal texture. I think the rest of the shader details have to be added in through custom Blender nodes. Further discussion about the raw textures can be found here: groinkick.freeforums.net/post/2446
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Post by kasissilvard on Aug 1, 2024 20:51:22 GMT
The Emission texture provides the luminance to the lights but not the color, that's why they look white. The Diffuse texture has an Alpha channel for the reflective level. The Specular texture has an Alpha channel for the Metallic shine. The Normal map is just a regular Tangent-Space Normal texture. I think the rest of the shader details have to be added in through custom Blender nodes. Further discussion about the raw textures can be found here: groinkick.freeforums.net/post/2446Awesome, I'll look into it when I have some time! Thanks for the help!
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