Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Apr 17, 2020 16:29:24 GMT
Your UE4 shaders have helped me so much, absolutely brilliant work. Small, possibly stupid question: is it only emulating DICE's SS_CharacterPreset shader and how similar is their SS_PropsMetallicPreset? Because it seems like a lot of architecture and props use that shader Thanks! The material was originally designed to emulate DICE's various character shaders, and props aren't fully supported yet, because the SS_PropsMetallicPreset shader uses a different texture workflow.
I've updated the material to add basic support for the SS_PropsMetallicPreset shader, but it may take some time before it's fully supported.
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Post by darthluso on Apr 17, 2020 19:19:50 GMT
Hi, I am looking for the GR-75 Transport. Can any one help? Thanks
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Post by wholock982 on Apr 17, 2020 22:56:31 GMT
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Post by Rancor022 on Apr 17, 2020 23:01:43 GMT
FYI most of the larger ships being requested have already been posted by BadHorse in the Star Wars Modelling Thread. You might have to go back to the earlier pages to find them.
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Post by BadHorse on Apr 17, 2020 23:39:43 GMT
Does anyone have a DICE Venator model from the 2017 battlefront 2? I need it for a certain project I am working on. Venator MeshVenator Textures
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Post by gerdzerlkinerfdamahn on Apr 18, 2020 0:43:02 GMT
Does anyone have a DICE Venator model from the 2017 battlefront 2? I need it for a certain project I am working on. Venator MeshVenator TexturesDoes DICE's ISD model have Normal, Specular, and Metallic maps like their Venator? I only have the Color maps, and none of the downloads I've come across have maps beyond just those.
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Post by darthluso on Apr 18, 2020 13:42:12 GMT
FYI most of the larger ships being requested have already been posted by BadHorse in the Star Wars Modelling Thread. You might have to go back to the earlier pages to find them. I've searched the forum, but i couldn't find the GR-75 Rebel Transport anywhere. Any help would be appreciated.
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 18, 2020 13:44:19 GMT
Hi Guys! Does anybody know if this is in the game? I found all the props, but can't find the hole (cave). Thanks!!
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Post by Warhammer_81 on Apr 18, 2020 20:56:47 GMT
FYI most of the larger ships being requested have already been posted by BadHorse in the Star Wars Modelling Thread. You might have to go back to the earlier pages to find them. I've searched the forum, but i couldn't find the GR-75 Rebel Transport anywhere. Any help would be appreciated. I'm sorry I don't have the model from Battlefront II (2017) but here is the GR-75 from Battlefront I (2015): www.mediafire.com/file/jfc0089wd9v6z77/SWBF_2015_GR-75_Gallofree.zip/file
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Post by Warhammer_81 on Apr 18, 2020 20:59:35 GMT
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Post by darthluso on Apr 19, 2020 13:29:26 GMT
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 20, 2020 12:04:43 GMT
Hi Guys! Does anybody know if this is in the game? I found all the props, but can't find the hole (cave). Thanks!! @rancor022 , Warhammer_81, any ideas about this? Please!
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Post by Rancor022 on Apr 20, 2020 18:23:24 GMT
Hi Guys! Does anybody know if this is in the game? I found all the props, but can't find the hole (cave). Thanks!! @rancor022 , Warhammer_81, any ideas about this? Please! I'm not positive, but I think it's in sections. So instead of one mesh it would be quite a few that would need to be placed together. I could be wrong though, I'll try to find it. EDIT: It appears that most of the pieces should be in Levels/Desert/Desert_03/Objects. I'm not positive if those are the correct ones, but it should give you an idea of where to look for them.
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 20, 2020 19:39:43 GMT
I'm not positive, but I think it's in sections. So instead of one mesh it would be quite a few that would need to be placed together. I could be wrong though, I'll try to find it. EDIT: It appears that most of the pieces should be in Levels/Desert/Desert_03/Objects. I'm not positive if those are the correct ones, but it should give you an idea of where to look for them. Thank you very much for your help, Rancor022, I really apreciate it. Sorry to bother you but Levels/Desert/Desert_03/Objects doesn't even appear in the data browser. Please, whenever you have time, could you have a look and try to find it for me? Thank you very much in advance
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Post by Rancor022 on Apr 20, 2020 19:53:27 GMT
I'm not positive, but I think it's in sections. So instead of one mesh it would be quite a few that would need to be placed together. I could be wrong though, I'll try to find it. EDIT: It appears that most of the pieces should be in Levels/Desert/Desert_03/Objects. I'm not positive if those are the correct ones, but it should give you an idea of where to look for them. Thank you very much for your help, Rancor022, I really apreciate it. Sorry to bother you but Levels/Desert/Desert_03/Objects doesn't even appear in the data browser. Please, whenever you have time, could you have a look and try to find it for me? Thank you very much in advance Ah my bad I was looking through the BF1 files, which use the same assets for the homestead. I'm not sure where it is in the BF2 files at the moment. I searched in the usual locations and came up empty.
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Post by Rancor022 on Apr 21, 2020 1:06:48 GMT
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guestnameorsomething
Guest
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Post by guestnameorsomething on Apr 22, 2020 2:12:06 GMT
Hi there! I was wondering if anyone had the background city textures from kamino in classic BF2 (the city models would be useful too) Thanks in advance!
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Post by bingbong2020 on Apr 24, 2020 3:29:22 GMT
I'm having an issue with the textures for the battlefront II vehicles where the texture is not properly aligned with the mesh. Im using Blender and all the weapons and people i've applied textures to looked fine but for some reason all of the vehicle textures don't match the UV layout. Anyone run into this issue before?
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Post by Rancor022 on Apr 24, 2020 3:58:35 GMT
I'm having an issue with the textures for the battlefront II vehicles where the texture is not properly aligned with the mesh. Im using Blender and all the weapons and people i've applied textures to looked fine but for some reason all of the vehicle textures don't match the UV layout. Anyone run into this issue before? This is a common issue that has been addressed many, many times. It's not actually an issue; most vehicles have 2 UV maps. Only the normal map is mapped to the first channel; you have to move all of the other textures to the second channel. Now, if you got any of the vehicles from my archive, I always include a normal map called "fixed" which is the normal map rebaked to the second UV channel. All you have to do to get that working us to delete the first UV channel, and move ALL of the textures including the fixed normal map onto the second channel.
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Post by bingbong2020 on Apr 24, 2020 4:06:15 GMT
I'm having an issue with the textures for the battlefront II vehicles where the texture is not properly aligned with the mesh. Im using Blender and all the weapons and people i've applied textures to looked fine but for some reason all of the vehicle textures don't match the UV layout. Anyone run into this issue before? This is a common issue that has been addressed many, many times. It's not actually an issue; most vehicles have 2 UV maps. Only the normal map is mapped to the first channel; you have to move all of the other textures to the second channel. Now, if you got any of the vehicles from my archive, I always include a normal map called "fixed" which is the normal map rebaked to the second UV channel. All you have to do to get that working us to delete the first UV channel, and move ALL of the textures including the fixed normal map onto the second channel. yep that'll do it, thanks!
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Post by BadHorse on Apr 24, 2020 4:29:08 GMT
Because my script for assembling SWBF model assemblies uses Excel to handle parsing coordinates for individual component meshes from the prefab-blueprint XML, I realized it can also be used to generate a random asteroid field using the 8 different types of asteroids from SWBF2(2017). I setup up some quick formulas, and now I can just pick the height and width of the field, and the number of each type of asteroid, and it will randomly generate the coordinates and rotations for each. Works like a charm -- much easier than placing ~300 asteroids manually.
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Post by blazer003 on Apr 26, 2020 7:25:24 GMT
I lost track of everyone after Facepunch, caught the scent at the next forum that shall not be named (judging by the way that thread ended... ) But finally found my way back and thank you so much Rancor22 for setting up this new community! I seem to be striking out looking for the high quality ISD from the Death Star Mission on Battlefront 2015. I found the "Background Model" in someone's archive, and it is a very nice background model (my render below), but looking for higher detail for some close ups. Or maybe this is it, and it just looks better in the game. Anyway, if anyone has ripped it and can point me to the correct archive, or for that matter could point me to the highest detail/most screen accurate model you know of, that would much appreciated. Thank you so much! Also, as an FYI, the links in the first post aren't working correctly. I got Stym's to work by copying the text of the link, but couldn't get Rancor's link to work (but did find it in another thread.)
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Post by Warhammer_81 on Apr 26, 2020 8:08:45 GMT
I lost track of everyone after Facepunch, caught the scent at the next forum that shall not be named (judging by the way that thread ended... ) But finally found my way back and thank you so much Rancor22 for setting up this new community! I seem to be striking out looking for the high quality ISD from the Death Star Mission on Battlefront 2015. I found the "Background Model" in someone's archive, and it is a very nice background model (my render below), but looking for higher detail for some close ups. Or maybe this is it, and it just looks better in the game. Anyway, if anyone has ripped it and can point me to the correct archive, or for that matter could point me to the highest detail/most screen accurate model you know of, that would much appreciated. Thank you so much! Also, as an FYI, the links in the first post aren't working correctly. I got Stym's to work by copying the text of the link, but couldn't get Rancor's link to work (but did find it in another thread.) Here is the full SWBF2 (2017) Star Destroyer by BadHorse : SWBF2_2017_ISD_PackageSorry I forgot to include the missing model piece: SWBF2_2017_ISD_Package_Hangar_CraneModels needed to change the ISD-II to the ISD-I: ISD-I Comm TowerISD-I Turbolaser Turret (Large)ISD-I Turbolaser Turret (Small)
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Post by blazer003 on Apr 26, 2020 16:20:50 GMT
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Post by blazer003 on Apr 28, 2020 6:37:26 GMT
It took a whole day, but the full ISD from Battlefront, ripped and assembled by BadHorse , has been converted to Blender! Going to make some tweaks to it, and start animating it. Thanks to badhorse for all the work it probably was to reassemble this, and rip all the textures. Click for full size
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Post by gerdzerlkinerfdamahn on Apr 28, 2020 7:38:13 GMT
It took a whole day, but the full ISD from Battlefront, ripped and assembled by BadHorse , has been converted to Blender! Going to make some tweaks to it, and start animating it. Thanks to badhorse for all the work it probably was to reassemble this, and rip all the textures. Click for full size Would you be alright with sending me the .Blend file? I've been having trouble trying to assign all the textures to their respective UV channels, so having a fully assembled ISD setup to use as a point of reference would be really helpful. Also, what kind of tweaks do you plan on adding to it? I've been wanting to 'correct' a lot of the Battlefront models to look more like their screen counterparts, but I'm still very much a novice at model and texture editing. (Mainly at making said edits look seamless and clean and not sloppy.)
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Post by superdumbkid on Apr 28, 2020 15:14:10 GMT
It took a whole day, but the full ISD from Battlefront, ripped and assembled by BadHorse , has been converted to Blender! Going to make some tweaks to it, and start animating it. Thanks to badhorse for all the work it probably was to reassemble this, and rip all the textures. Click for full size Would you be alright with sending me the .Blend file? I've been having trouble trying to assign all the textures to their respective UV channels, so having a fully assembled ISD setup to use as a point of reference would be really helpful. Also, what kind of tweaks do you plan on adding to it? I've been wanting to 'correct' a lot of the Battlefront models to look more like their screen counterparts, but I'm still very much a novice at model and texture editing. (Mainly at making said edits look seamless and clean and not sloppy.) I second the motion! If you could share it, it'd be greatly appreciated.
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Post by blazer003 on Apr 28, 2020 16:41:55 GMT
It took a whole day, but the full ISD from Battlefront, ripped and assembled by BadHorse , has been converted to Blender! Going to make some tweaks to it, and start animating it. Thanks to badhorse for all the work it probably was to reassemble this, and rip all the textures. Click for full size Would you be alright with sending me the .Blend file? I've been having trouble trying to assign all the textures to their respective UV channels, so having a fully assembled ISD setup to use as a point of reference would be really helpful. Also, what kind of tweaks do you plan on adding to it? I've been wanting to 'correct' a lot of the Battlefront models to look more like their screen counterparts, but I'm still very much a novice at model and texture editing. (Mainly at making said edits look seamless and clean and not sloppy.) I will try to find a place to host it. It's probably around 500MB. I had to do a quick test animation last night! Thanks again BadHorse for the rip, and thanks to Rancor022 , for the audio rips! (p.s. I'm aware the engine glow is over the top. It was the last thing I did before I went to bed at 2am, and I did it in 5 min.)
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Post by garrusvalkyrin on Apr 28, 2020 18:17:59 GMT
Would you be alright with sending me the .Blend file? I've been having trouble trying to assign all the textures to their respective UV channels, so having a fully assembled ISD setup to use as a point of reference would be really helpful. Also, what kind of tweaks do you plan on adding to it? I've been wanting to 'correct' a lot of the Battlefront models to look more like their screen counterparts, but I'm still very much a novice at model and texture editing. (Mainly at making said edits look seamless and clean and not sloppy.) I will try to find a place to host it. It's probably around 500MB. I had to do a quick test animation last night! Thanks again BadHorse for the rip, and thanks to Rancor022 , for the audio rips! (p.s. I'm aware the engine glow is over the top. It was the last thing I did before I went to bed at 2am, and I did it in 5 min.) This is stunning! Would you be able to post the sounds such as the ambient flyby noise and Hypserspace In/Out sound by chance? Thank you
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somerandomguestname
Guest
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Post by somerandomguestname on Apr 28, 2020 18:18:53 GMT
With the new battlefront 2 update coming we'll finally get Rey's yellow lightsaber. Patience does pay off eventually!
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