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Post by Ducktrooper on Jan 26, 2020 17:55:04 GMT
Added - Heads - Malicos - Prauf - Shipyard NPC´s - Eno Cordova to the Chars Folder JFO Folder
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Post by cptrex on Jan 27, 2020 5:12:33 GMT
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Jan 28, 2020 13:12:59 GMT
I figured out the AT-ST root motion problem. There's a bone called "ref" that holds the root motion information. From what I can tell, all of its motion is completely linear, so skip to the end of the animation and see what the location of the ref bone is and add an additive layer onto the origin bone with the negated ref bone's location and it'll work every time Hi Fredly . Do you know how to do what you are saying in Cinema 4D?. It's the only software i use. Thanks in advance! Could anybody help with this, please?
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Fredly
New Member Lvl 3
Posts: 22
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Post by Fredly on Feb 1, 2020 3:08:00 GMT
Hi Fredly . Do you know how to do what you are saying in Cinema 4D?. It's the only software i use. Thanks in advance! Could anybody help with this, please? Find what the offset location is at the end of the animation of the "ref" bone and set the atst's root bone to the location of the ref bone * -1
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Post by Der Blaue Klaus on Feb 5, 2020 15:43:37 GMT
Hello there
is there an IG droid in JFO?
TIA
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Post by Rancor022 on Feb 5, 2020 16:09:24 GMT
Hello there is there an IG droid in JFO? TIA Nope, not that I've seen.
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Post by Der Blaue Klaus on Feb 5, 2020 17:39:28 GMT
ok, thank you!
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Post by gabrialwolf on Feb 6, 2020 16:07:27 GMT
Could anybody help with this, please? Find what the offset location is at the end of the animation of the "ref" bone and set the atst's root bone to the location of the ref bone * -1 Can you show us ? I feel like it's obvious which is why I'm missing it.
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Post by Warhammer_81 on Feb 8, 2020 18:55:33 GMT
Could someone rip the Imperial Troop Transport seen on Kashyyyk? Sorry for the poor reference image:
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Feb 9, 2020 9:23:12 GMT
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Post by Warhammer_81 on Feb 10, 2020 1:32:26 GMT
Thank You CZW for sharing this!
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Post by lastjawa on Feb 18, 2020 21:12:10 GMT
The uv mapping seems bugged on this...tried swapping uvs too, has anyone got it to look right?
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Post by Warhammer_81 on Feb 18, 2020 23:44:31 GMT
Unfortunately the model's UV map coordinates were not exported correctly and you can't fix them no matter what you do. We'll have to wait until someone can rip the model properly.
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Post by Ducktrooper on Feb 19, 2020 5:30:10 GMT
The Model is exported Correct. The Problem with the JFO Vehicles is the Sub-Mesh Sub-Texture Structure. And yes, the Models use 2UV Layers. The Vehicles have the Decal on UV Layer 1 and the Rest on UV Layer 2. ITTThis is all i have till now. An modified Version. Little Errors corrected for Example the Turret Barrel Position to look it more like the Rebels one. The JFO Troop Transport has no Frontguns, so i added 2 Variants. Next to do is to bake the Decals into the Textures ( If i learn howto ) and make an Clean ( Mud free ) Bottom. And maybe an better Frontgun. I´m not realy glad with that. The ITT from the Rebels Series looks a bit Different. But this will take Time.
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Feb 26, 2020 11:00:10 GMT
Could anybody help with this, please? Find what the offset location is at the end of the animation of the "ref" bone and set the atst's root bone to the location of the ref bone * -1 Rancor022, as a user of Cinema 4D, do you know how to do this? Thanks
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Post by Rancor022 on Feb 26, 2020 18:43:13 GMT
Find what the offset location is at the end of the animation of the "ref" bone and set the atst's root bone to the location of the ref bone * -1 Rancor022, as a user of Cinema 4D, do you know how to do this? Thanks Unfortunately I don't. I've been trying myself to figure out how to combine skeletons the past year or so and have had no luck so far.
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Post by nomadafirefox on Mar 19, 2020 8:58:33 GMT
Can you extract the older AT-AT?
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Post by Ducktrooper on Mar 19, 2020 23:14:02 GMT
Extracting is not the big deal, but without a software that can use submesh and subtextures its useless. I have managed to split the skinned mesh into parts to apply the textures manual. Now i try to rebake the decals in the textures but no luck. I will try it tomorrow once again. If i got no success i will upload it without rebaked decals tomorrow.
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Post by flipdark95 on Mar 20, 2020 4:54:02 GMT
Hey nomada, I love your mods, you do really nice work
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Post by nomadafirefox on Mar 20, 2020 23:57:51 GMT
Extracting is not the big deal, but without a software that can use submesh and subtextures its useless. I have managed to split the skinned mesh into parts to apply the textures manual. Now i try to rebake the decals in the textures but no luck. I will try it tomorrow once again. If i got no success i will upload it without rebaked decals tomorrow. I do not want the textures really. Just the model, even if it is at pieces. In fact, probably I would not use the model but it can be good for a lower poly copy. In fact with the head is enough, I have a model with a similar main body. This.
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Post by Ducktrooper on Mar 21, 2020 16:12:03 GMT
nomadafirefox, Unfortunately there is no Lod-Model of the Ratat. I had no luck rebaking the Decals to the other Textures. So this is what i have so far. RATAT Folder
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Post by BadHorse on Mar 21, 2020 16:53:03 GMT
nomadafirefox , Unfortunately there is no Lod-Model of the Ratat. I had no luck rebaking the Decals to the other Textures. So this is what i have so far. RATAT Folder Looks good. I can probably help re-bake some of the decals, but I'm out of town right now so it might be a couple of days. How did you position the rear turret and hatch? Is there some blueprint data you found in the game assets, or did you eyeball it?
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Post by Ducktrooper on Mar 21, 2020 17:49:36 GMT
BadHorse, Maybe you can tell me how you do this. I have a problem to understand how to apply 2 meshes and textures in the highpoly tab in XNormal. Can i make 1 line for the decal and 1 for the mesh, or do i have to create an single mesh with both combined. The reat turret is positioned manual. I haven´t found any kind of blueprint data in JFO.
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Post by aspiring3dmod on Mar 21, 2020 18:42:37 GMT
Havent played the game yet so haven't looked through the thread due to spoilers but is there a 3D model of a Venator?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 21, 2020 20:12:27 GMT
Could anyone rip either Cal as a youngling or one of the other younglings?
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Post by Ducktrooper on Mar 21, 2020 21:55:40 GMT
Could anyone rip either Cal as a youngling or one of the other younglings? Corra_Ashu has ripped Cal as youngling link
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Post by BadHorse on Mar 21, 2020 22:55:31 GMT
BadHorse , Maybe you can tell me how you do this. I have a problem to understand how to apply 2 meshes and textures in the highpoly tab in XNormal. Can i make 1 line for the decal and 1 for the mesh, or do i have to create an single mesh with both combined. The reat turret is positioned manual. I haven´t found any kind of blueprint data in JFO. The main mesh and the decal have to be on separate lines in the high poly section so that you can apply their textures independently. Depending on the model, sometimes you can re-bake the decal normals by themselves, and then recombine in Photoshop/Gimp.
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Post by nomadafirefox on Mar 22, 2020 1:18:35 GMT
nomadafirefox , Unfortunately there is no Lod-Model of the Ratat. I had no luck rebaking the Decals to the other Textures. So this is what i have so far. RATAT Folder Many thanks. It is much better than nothing. With it I can make a lower poly from it.
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Post by Sample on Mar 23, 2020 20:41:38 GMT
Can anyone extract young cal
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Post by Gobber on Mar 24, 2020 5:57:17 GMT
Would anyone happen to have the model for the bane back spider?
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