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Post by thegreebleaddict on Dec 15, 2021 18:37:48 GMT
Can someone export this speeder? I needed it for an animation, forgot, then it was in the latest boba fett trailer so remembered again. All Battlefront vehicles are in my archive in the OP. Oh, Landspeeder 03. Ok yea i missed that before. Thanks man!
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Post by Dan on Dec 16, 2021 9:37:28 GMT
What about the R4 and R5 units? Also I found this droid. I don't know If you have this droid in your archives. I'm just trying to find a Red R2 Unit full body texture. imgur.com/a/j4sy1h9
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Post by Warhammer_81 on Dec 16, 2021 10:50:00 GMT
What about the R4 and R5 units? Also I found this droid. I don't know If you have this droid in your archives. I'm just trying to find a Red R2 Unit full body texture. imgur.com/a/j4sy1h9 Rancor022 has all the Battlefront II (2017) droid models but maybe not all the texture variations included with each model: www.mediafire.com/folder/5h02t6wd7hnvj/DroidsThe one in the picture is the R4-I9 model with a white and dark navy-blue paint. Here's a pack of droids from Jedi Fallen Order that may include some additional texture variations you're looking for: sfmlab.com/project/27316/
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Post by Rancor022 on Dec 17, 2021 4:05:45 GMT
The R2 Astromech droids he pictured look to be from Tales from the Galaxy's Edge and not from Fallen Order, Squadrons, or Battlefront. The Red R2 Dome texture can be found in the N-1 starfighter model for Battlefront II (2017) but it uses a different UV map from the regular astromech models. Nice, I completely forgot about that game. Does anyone know if anyone has extracted the full body Astromech textures in that game then? And are there anything else with the same UV map? Another thing you could do for droids that are basically just recolors is to use a program such as Photoshop or GIMP to simply change the accent colors. For example, here is R2-D1: i.ibb.co/m5zxVGJ/T-R2-D1-1001-C.pngi.ibb.co/xmQ0zBy/T-R2-D1-1002-C.png
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Post by Dan on Dec 17, 2021 8:34:35 GMT
Nice, I completely forgot about that game. Does anyone know if anyone has extracted the full body Astromech textures in that game then? And are there anything else with the same UV map? Another thing you could do for droids that are basically just recolors is to use a program such as Photoshop or GIMP to simply change the accent colors. For example, here is R2-D1: First of all: your awesome for making this! Second: any tutorial links? Video? Also please LMK whenever you get the R4-M9 from my picture. (Unless if you don't have the time of course...)
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Post by Rancor022 on Dec 17, 2021 21:37:36 GMT
Another thing you could do for droids that are basically just recolors is to use a program such as Photoshop or GIMP to simply change the accent colors. For example, here is R2-D1: First of all: your awesome for making this! Second: any tutorial links? Video? Also please LMK whenever you get the R4-M9 from my picture. (Unless if you don't have the time of course...) This might not necessarily be the best method, but it is the fastest/easiest and works perfectly for this sort of recoloring: drive.google.com/file/d/1fxxF2-Z41GScLKIxoZoH71vptCfPZGwoAs for R4-M9 I did not see it at all when I originally uploaded all of the characters, but if it's an "objective" then it might be hidden in a completely separate subdirectory, so I'll keep searching! EDIT: Found it, as well as several other droids/variants that weren't there last time I checked... will upload later today!
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Post by Rancor022 on Dec 18, 2021 0:54:20 GMT
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Post by daddylongs on Dec 19, 2021 1:22:53 GMT
anybody got the Republic Arquitens and im not talking about the Imperial verison the republic one
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Post by Rancor022 on Dec 19, 2021 1:59:34 GMT
anybody got the Republic Arquitens and im not talking about the Imperial verison the republic one Shared here by BadHorse: groinkick.freeforums.net/post/5614/threadFYI you can use the search bar on the top-right of the page to find something specific, which is how I found this post.
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Post by daddylongs on Dec 19, 2021 4:02:32 GMT
Rancor022, The problem is the two verisons i found one isnt assembled the other is assembed but its missing its side cannons which is bad horses verison
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Post by Warhammer_81 on Dec 19, 2021 5:25:21 GMT
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Post by Warhammer_81 on Dec 19, 2021 6:47:26 GMT
Rancor022 , The problem is the two versions i found one isn't assembled the other is assembled but its missing its side cannons which is Badhorse's version. None of the fully assembled versions of the Arquitens-class light cruiser (Imperial or Republic) released by Badhorse have the side turrets in place. He explained why here on the forums, basically he said it was because they don't have them in the game. You can easily take the very bottom turret on the Republic version and use it on the sides since it is the same model. Here is corraashu 's version unassembled so the turrets can be placed wherever you want: groinkick.freeforums.net/post/5611
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Post by Dan on Dec 19, 2021 10:46:27 GMT
Dan , these are all the R2 astromech paint variations I found used on the various starfighter models in Battlefront II (2017): Nice! Any links? Also, why are there so many different droid models with different UV maps? Wouldn't it make it easier for the developers and save space in the game to just make one UV map?
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Post by Warhammer_81 on Dec 19, 2021 12:12:07 GMT
Dan , these are all the R2 astromech paint variations I found used on the various starfighter models in Battlefront II (2017): Nice! Any links? Also, why are there so many different droid models with different UV maps? Wouldn't it make it easier for the developers and save space in the game to just make one UV map? Here they are: www.mediafire.com/file/rdxj09nnjdcb7fa/SWBF2+(2017)+R2+Astromechs+from+starfighters.zip/fileAs for why the developers used different models within the game rather than a single model I can’t really say. It might have been because different asset artists worked on the different starfighter and droid models separately and didn’t collaborate resources so ended up using slightly different models as a result. Or perhaps the workflow for developing the models changed over time resulting in the model assets being changed from one version to the next. It would certainly make more sense to use a single model asset across all of them instead!
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Post by thegreebleaddict on Dec 22, 2021 0:34:30 GMT
Has anyone exported the foliage/rocks and ground textures from Endor? Looking to make a VR Map of an Imperial Outpost on Endor. (actually other outpost bits would be nice as well, for the landing pad and such.)
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Post by Rancor022 on Dec 22, 2021 4:38:47 GMT
Has anyone exported the foliage/rocks and ground textures from Endor? Looking to make a VR Map of an Imperial Outpost on Endor. (actually other outpost bits would be nice as well, for the landing pad and such.) I'm not aware of anyone who has attempted that, at least not yet. There are thousands of assets for nature objects, so I imagine it would take a ton of work and time.
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Post by thegreebleaddict on Dec 22, 2021 4:57:28 GMT
Has anyone exported the foliage/rocks and ground textures from Endor? Looking to make a VR Map of an Imperial Outpost on Endor. (actually other outpost bits would be nice as well, for the landing pad and such.) I'm not aware of anyone who has attempted that, at least not yet. There are thousands of assets for nature objects, so I imagine it would take a ton of work and time. yea.. Thats fair, Thanks for the response!
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Post by TK-80085 on Jan 24, 2022 14:17:00 GMT
Hey you wonderful people,
any chance someone has the Fondor Dockyards completed they can export in FBX for me?
(I downloaded 2-3 different versions but they all seem to have either reversed normals or aren't enjoying being built in unreal 5. (basically a bunch of things work on one side of the dock but are inside out on the other side etc.)
If not, all good, gives me a chance to try out the in engine 3d modelling they've added or I can go into blender/maya and reverse them (It's not my area of expertise but i can do it, just not in a timely fashion)
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Post by TK-80085 on Jan 24, 2022 14:31:54 GMT
Has anyone exported the foliage/rocks and ground textures from Endor? Looking to make a VR Map of an Imperial Outpost on Endor. (actually other outpost bits would be nice as well, for the landing pad and such.) I'm not aware of anyone who has attempted that, at least not yet. There are thousands of assets for nature objects, so I imagine it would take a ton of work and time. Not sure how it works with ripping the models out but from a GDC talk on SWBF 2015 they only had about 21 or so objects (+ 8 ground materials) they had in the level construction kit used for endor's forest itself. Not sure if you'd be able to rip all of the tessalation with the ground materials etc but the forest may not be as many objects as it looks, if you want the full map thought exported yeah that then is thousands of objects with most of them being the same object over and over again. Thats the level designer life though LINK to GDC Talk: (Whats included in terms of assets for Level Construction Kit discussion begins at 38:59)
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Post by Rancor022 on Jan 24, 2022 18:35:21 GMT
I'm not aware of anyone who has attempted that, at least not yet. There are thousands of assets for nature objects, so I imagine it would take a ton of work and time. Not sure how it works with ripping the models out but from a GDC talk on SWBF 2015 they only had about 21 or so objects (+ 8 ground materials) they had in the level construction kit used for endor's forest itself. Not sure if you'd be able to rip all of the tessalation with the ground materials etc but the forest may not be as many objects as it looks, if you want the full map thought exported yeah that then is thousands of objects with most of them being the same object over and over again. Thats the level designer life though View AttachmentLINK to GDC Talk: (Whats included in terms of assets for Level Construction Kit discussion begins at 38:59) Yeah that's just a tiny amount of the natural objects used on Endor. There are way more tree/stumps/rocks in the files than that; I think in this video they were just showing a handful of basic examples. Now there isn't necessarily a massive amount of models, which of course is the point they were making in this video, but there are a lot more textures than meshes, which is one of the key ways they were able to maintain diversity of the landscapes. So it wouldn't be impossible to someone to extract all of the assets, it would just take a ton of time and effort. I might eventually upload some of the natural assets here and there myself, but I definitely won't be adding anywhere near everything.
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Post by TK-80085 on Jan 25, 2022 2:50:46 GMT
Not sure how it works with ripping the models out but from a GDC talk on SWBF 2015 they only had about 21 or so objects (+ 8 ground materials) they had in the level construction kit used for endor's forest itself. Not sure if you'd be able to rip all of the tessalation with the ground materials etc but the forest may not be as many objects as it looks, if you want the full map thought exported yeah that then is thousands of objects with most of them being the same object over and over again. Thats the level designer life though <button disabled="" class="c-attachment-insert--linked o-btn--sm">Attachment Deleted</button> LINK to GDC Talk: (Whats included in terms of assets for Level Construction Kit discussion begins at 38:59) Yeah that's just a tiny amount of the natural objects used on Endor. There are way more tree/stumps/rocks in the files than that; I think in this video they were just showing a handful of basic examples. Now there isn't necessarily a massive amount of models, which of course is the point they were making in this video, but there are a lot more textures than meshes, which is one of the key ways they were able to maintain diversity of the landscapes. So it wouldn't be impossible to someone to extract all of the assets, it would just take a ton of time and effort. I might eventually upload some of the natural assets here and there myself, but I definitely won't be adding anywhere near everything. They do get asked if that was everything at the end and they say yes, but i'd say you're right though. I come from the other side of game dev so not exactly sure if ripping is done via asset list or if its pulls every instance of an asset thats in a level etc. For anyone lookint to recreate it though i'd say looking at quixel (megascans) especiall if using unreal as lots are free, won;t be the same assets but will get the job done.
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Post by Rancor022 on Jan 25, 2022 3:01:42 GMT
Yeah that's just a tiny amount of the natural objects used on Endor. There are way more tree/stumps/rocks in the files than that; I think in this video they were just showing a handful of basic examples. Now there isn't necessarily a massive amount of models, which of course is the point they were making in this video, but there are a lot more textures than meshes, which is one of the key ways they were able to maintain diversity of the landscapes. So it wouldn't be impossible to someone to extract all of the assets, it would just take a ton of time and effort. I might eventually upload some of the natural assets here and there myself, but I definitely won't be adding anywhere near everything. They do get asked if that was everything at the end and they say yes, but i'd say you're right though. I come from the other side of game dev so not exactly sure if ripping is done via asset list or if its pulls every instance of an asset thats in a level etc. For anyone lookint to recreate it though i'd say looking at quixel (megascans) especiall if using unreal as lots are free, won;t be the same assets but will get the job done. In Battlefront 2015 there are indeed more assets than this, at least in the final game (I believe 2 additional Endor maps were added as DLC for example), plus there's Battlefront 2 which is all new maps for each of the planets, so they did continuously add more content as time went on. Basically it is a case of looking at a list of all the assets (not per instance), but it's extremely messy, with assets (both models and textures) scattered all over dozens of folders and subfolders, so it's very time-consuming to locate everything, particularly with nature and architecture assets. On top of that, I was just looking at the trees in BF2015 for example, and most of them are split up into multiple sections (bottoms, tops, and in some cases middles) so unfortunately it's not as straight-forward as would be ideal. I might be able to condense it down at some point, only utilizing the base assets and ignoring all of the many variations. Perhaps that could save some time.
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Post by Rancor022 on Jan 25, 2022 3:06:08 GMT
Hey you wonderful people, any chance someone has the Fondor Dockyards completed they can export in FBX for me? (I downloaded 2-3 different versions but they all seem to have either reversed normals or aren't enjoying being built in unreal 5. (basically a bunch of things work on one side of the dock but are inside out on the other side etc.) If not, all good, gives me a chance to try out the in engine 3d modelling they've added or I can go into blender/maya and reverse them (It's not my area of expertise but i can do it, just not in a timely fashion) I think a lot of the meshes have two separate UV channels (assuming that's what you're referring to); UV1 being used for the normal maps, and UV2 for everything else. I'm not sure if any of the packages you downloaded were from BadHorse, but he typically includes re-baked normals that are meant to be applied to UV2 along with the rest of the textures. Hopefully that helps!
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Post by BadHorse on Jan 25, 2022 3:51:20 GMT
Hey you wonderful people, any chance someone has the Fondor Dockyards completed they can export in FBX for me? (I downloaded 2-3 different versions but they all seem to have either reversed normals or aren't enjoying being built in unreal 5. (basically a bunch of things work on one side of the dock but are inside out on the other side etc.) If not, all good, gives me a chance to try out the in engine 3d modelling they've added or I can go into blender/maya and reverse them (It's not my area of expertise but i can do it, just not in a timely fashion) I think a lot of the meshes have two separate UV channels (assuming that's what you're referring to); UV1 being used for the normal maps, and UV2 for everything else. I'm not sure if any of the packages you downloaded were from BadHorse, but he typically includes re-baked normals that are meant to be applied to UV2 along with the rest of the textures. Hopefully that helps! Here's the link, TK-80085, if you want to try out the one I assembled a while back. Shouldn't be any flipped normals, or at least none that I've noticed. Fondor_Drydock
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Post by TK-80085 on Jan 25, 2022 3:55:44 GMT
Hey you wonderful people, any chance someone has the Fondor Dockyards completed they can export in FBX for me? (I downloaded 2-3 different versions but they all seem to have either reversed normals or aren't enjoying being built in unreal 5. (basically a bunch of things work on one side of the dock but are inside out on the other side etc.) If not, all good, gives me a chance to try out the in engine 3d modelling they've added or I can go into blender/maya and reverse them (It's not my area of expertise but i can do it, just not in a timely fashion) I think a lot of the meshes have two separate UV channels (assuming that's what you're referring to); UV1 being used for the normal maps, and UV2 for everything else. I'm not sure if any of the packages you downloaded were from BadHorse, but he typically includes re-baked normals that are meant to be applied to UV2 along with the rest of the textures. Hopefully that helps! Went in a flipped the normals in UE5 and it works (just half of it was inside out for some reason. Thanks for the help though, I appreciate it
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Post by TK-80085 on Jan 25, 2022 3:56:52 GMT
I think a lot of the meshes have two separate UV channels (assuming that's what you're referring to); UV1 being used for the normal maps, and UV2 for everything else. I'm not sure if any of the packages you downloaded were from BadHorse, but he typically includes re-baked normals that are meant to be applied to UV2 along with the rest of the textures. Hopefully that helps! Here's the link, TK-80085 , if you want to try out the one I assembled a while back. Shouldn't be any flipped normals, or at least none that I've noticed. Fondor_Drydock
I'll give it a shot! Thanks for all your work, i downloaded a tonne of your stuff and it's been great to work with
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Post by TK-80085 on Jan 25, 2022 4:00:47 GMT
I think a lot of the meshes have two separate UV channels (assuming that's what you're referring to); UV1 being used for the normal maps, and UV2 for everything else. I'm not sure if any of the packages you downloaded were from BadHorse, but he typically includes re-baked normals that are meant to be applied to UV2 along with the rest of the textures. Hopefully that helps! Here's the link, TK-80085 , if you want to try out the one I assembled a while back. Shouldn't be any flipped normals, or at least none that I've noticed. Fondor_Drydock
was this one i was using anyway, but yeah a few flipped on one side of it when it gets into the game engine but with all the stuff i can do in this early access UE5 build it's not too much of an issue to flip them
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Post by StarWarsKid on Jan 28, 2022 14:25:16 GMT
Guys, do we have a textured version of Kylo Ren's Finalizer dreadnought from BattleFront?
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Post by Warhammer_81 on Jan 28, 2022 15:46:15 GMT
Guys, do we have a textured version of Kylo Ren's Finalizer dreadnought from BattleFront? Here are the only models of it that I know of: groinkick.freeforums.net/post/2253 (unfortunately it still needs to be fully assembled and have the textures applied).
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Post by Dan on Jan 31, 2022 0:57:50 GMT
Anybody know where I can find the interchangeable versions of the T-21, DL-18, and Cycler Rifle? The ones from Battlefront 2 where you can add attachments? The only ones that I can find are the Battlefront 2015 ones.
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