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Post by Rancor022 on Feb 8, 2021 18:29:07 GMT
That's really cool! I'll try to get the rest of the Rebel outfits finished sometime this week if I have the time, then that should just about be everything related to the character models. I also quickly want to mention that the link you posted on there to Hera's jacket (theleathercity.com) is a scam site; they don't actually sell the jacket, they just steal your credit card information. Most of the Facebook advertisers (I assume that's where you found it?) are scam sites unfortunately.
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Post by dacomet468 on Feb 9, 2021 11:55:08 GMT
Hey there! Thank you for models. Do you have any idea in which archive i can find Executioner armor model?
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Post by Rancor022 on Feb 9, 2021 20:22:54 GMT
Hey there! Thank you for models. Do you have any idea in which archive i can find Executioner armor model? I'm now positive, I'll have to check. Unfortunately the armor names in the game files are not the same as their names in the game itself. EDIT: It is the "Inquisitor" bundle in my archive.
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Post by sekodanda on Feb 10, 2021 15:40:57 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! How exactly did you get the Blueprint transformation data? I cant find it in the blueprints.
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Post by BadHorse on Feb 10, 2021 20:48:47 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! How exactly did you get the Blueprint transformation data? I cant find it in the blueprints. Component transforms can usually be found in the SpatialPrefabBluprint assets. If you know of a mesh that's included in an assembly in which you're interested, you can sometimes use the “reference” tab in the info window at the bottom of Frosty to trace back to the blueprint or blueprints that include the transform data. One thing to note is that Frosty automatically converts the rotations to Euler angles, which aren't always easier to use. If you want the original 4x3 transform matrix, you have to dump all of the EBX files as XML, and then find the one related to your blueprint.
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Post by sekodanda on Feb 11, 2021 7:16:26 GMT
How exactly did you get the Blueprint transformation data? I cant find it in the blueprints. Component transforms can usually be found in the SpatialPrefabBluprint assets. If you know of a mesh that's included in an assembly in which you're interested, you can sometimes use the “reference” tab in the info window at the bottom of Frosty to trace back to the blueprint or blueprints that include the transform data. One thing to note is that Frosty automatically converts the rotations to Euler angles, which aren't always easier to use. If you want the original 4x3 transform matrix, you have to dump all of the EBX files as XML, and then find the one related to your blueprint. Thanks a lot.
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Post by Rancor022 on Feb 13, 2021 6:57:17 GMT
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Post by Rancor022 on Feb 15, 2021 9:00:54 GMT
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equus
New Member Lvl 3
Posts: 29
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Post by equus on Feb 15, 2021 11:44:26 GMT
Thanks!
Are the astromech droids new models, or are they just repurposed battlefront 2 models?
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Post by Rancor022 on Feb 15, 2021 18:37:43 GMT
Thanks! Are the astromech droids new models, or are they just repurposed battlefront 2 models?
I'm not sure, I'll have to take a look at them later.
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Post by Rancor022 on Feb 15, 2021 23:08:52 GMT
Thanks! Are the astromech droids new models, or are they just repurposed battlefront 2 models?
Alright so I checked and the astromech mesh is the same as Battlefront 2, just slightly lower-poly. Some of the textures are new though, and are higher resolution (some are lower resolution). For rendering it'd probably be best to use the BF mesh with the Squadrons textures. I'll upload the SWS droids soon.
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Post by Rancor022 on Feb 15, 2021 23:25:58 GMT
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equus
New Member Lvl 3
Posts: 29
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Post by equus on Feb 16, 2021 11:12:08 GMT
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Post by gerdzerlkinerfdamahn on Feb 18, 2021 22:10:18 GMT
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Post by BadHorse on Feb 19, 2021 2:23:35 GMT
Does anyone have the Esseles listening post seen here? Not that I know of. I started looking into assembling it, but there are a few areas for which I couldn't find any component transform data.
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mark
New Member Lvl 2
Posts: 10
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Post by mark on Feb 21, 2021 3:35:56 GMT
Hey all. So I'm trying to match up the tie fighter wing meshes but cant quite get it. Is there something I'm missing or doing wrong? Attachments:
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Post by Rancor022 on Feb 21, 2021 6:09:49 GMT
Hey all. So I'm trying to match up the tie fighter wing meshes but cant quite get it. Is there something I'm missing or doing wrong? Apply all textures minus the normal map to the second UV channel. Alternatively you can also remove UV1 and apply all textures including the "fixed" normal map to the second UV channel.
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ikl3w
New Member Lvl 1
Posts: 3
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Post by ikl3w on Feb 21, 2021 18:16:48 GMT
Hello everyone! Sorry I ask a stupid question, but I found some skyboxes from the game. I would like to use them in Blender. But it's only circles. How can I use it as environment texture in Blender? Attachments:
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Post by rscott on Feb 22, 2021 14:49:29 GMT
Hello everyone! Sorry I ask a stupid question, but I found some skyboxes from the game. I would like to use them in Blender. But it's only circles. How can I use it as environment texture in Blender? In Blender you have two choices... 1.Add to the world settings as a Mirror Ball in the environment texture node...and mix with an emissive shader with a value of 1...also better to add mapping and texture coordinates ... Coordinates as generated...and with this since it is only a half sphere image...change the mapping of the Y-axis to -5 ...it is a nasty texture to use BTW... 2. add a sphere to enclose you scene delete the lower half...make sure to Unwrap the top to fill the texture UV space and add it via a regular material...Basically just add this as a texture image and run it through an emissive shader...set Texture coordinates to UV...works better in this way rather than as an HDRI … as the shapes are more refined and not blurred out as in the HDRI
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Feb 23, 2021 12:10:50 GMT
BadHorse,any possibility to share the Rebel Briefing Room?
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Post by BadHorse on Feb 23, 2021 15:09:38 GMT
BadHorse ,any possibility to share the Rebel Briefing Room? I haven't actually even assembled that one yet, so probably not soon.
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ikl3w
New Member Lvl 1
Posts: 3
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Post by ikl3w on Feb 24, 2021 16:51:10 GMT
Hello everyone! Sorry I ask a stupid question, but I found some skyboxes from the game. I would like to use them in Blender. But it's only circles. How can I use it as environment texture in Blender? In Blender you have two choices... 1.Add to the world settings as a Mirror Ball in the environment texture node...and mix with an emissive shader with a value of 1...also better to add mapping and texture coordinates ... Coordinates as generated...and with this since it is only a half sphere image...change the mapping of the Y-axis to -5 ...it is a nasty texture to use BTW... 2. add a sphere to enclose you scene delete the lower half...make sure to Unwrap the top to fill the texture UV space and add it via a regular material...Basically just add this as a texture image and run it through an emissive shader...set Texture coordinates to UV...works better in this way rather than as an HDRI … as the shapes are more refined and not blurred out as in the HDRI Hello! Thx for answering! I used the 2nd method, but it seems still a bit blurry to me... Have I done something wrong? Or is this the attented result?
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Post by rscott on Feb 25, 2021 14:56:06 GMT
In Blender you have two choices... 1.Add to the world settings as a Mirror Ball in the environment texture node...and mix with an emissive shader with a value of 1...also better to add mapping and texture coordinates ... Coordinates as generated...and with this since it is only a half sphere image...change the mapping of the Y-axis to -5 ...it is a nasty texture to use BTW... 2. add a sphere to enclose you scene delete the lower half...make sure to Unwrap the top to fill the texture UV space and add it via a regular material...Basically just add this as a texture image and run it through an emissive shader...set Texture coordinates to UV...works better in this way rather than as an HDRI … as the shapes are more refined and not blurred out as in the HDRI Hello! Thx for answering! I used the 2nd method, but it seems still a bit blurry to me... Have I done something wrong? Or is this the attented result? View AttachmentSince the original is blurry that's about the best you can hope for....You could run it through Gimp or PS and sharpen it up a bit... also re-mapping to a higher resolution will also improve it. Of course, you could always make up your own that is sharper...
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ikl3w
New Member Lvl 1
Posts: 3
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Post by ikl3w on Feb 27, 2021 9:25:59 GMT
Thx for the help!
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Post by BadHorse on Mar 3, 2021 20:59:13 GMT
Here's the fully assembled Imperial Arquitens-class cruiser, including all of the extra Squadrons-specific turrets: Imperial_Cruiser_Package.rarI swapped UV channels and re-baked normal/paneltile textures as needed. Many are the same as SWBF2(2017), but I re-baked them anyway as my technique has improved since then.
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Post by dlight on Mar 3, 2021 23:09:54 GMT
as much as i appreciate this (i'd rather have the clonewars corvette, lol), you gotta work on your download size. 1.2 gigs for this is not okay, imho. i'm pretty sure there's potential to squish it smaller. tech note: i know you rebake normals for programs that don't have multiple uv sets, but... come on... those guys gotta upgrade. seriously. these days, 2 or even 3 uv channels are standard. and binary fbx files a common commodity.
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Post by Rancor022 on Mar 4, 2021 0:45:49 GMT
i know you rebake normals for programs that don't have multiple uv sets, but... come on... those guys gotta upgrade. seriously. these days, 2 or even 3 uv channels are standard. and binary fbx files a common commodity. It's not a matter of upgrading. Cinema 4D for example which is an excellent 3D modelling platform, does not support multiple UV's. 1GB for a model of this fidelity is not big at all, it's actually quite reasonably-sized.
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Post by swuspeedy on Mar 4, 2021 13:51:30 GMT
i know you rebake normals for programs that don't have multiple uv sets, but... come on... those guys gotta upgrade. seriously. these days, 2 or even 3 uv channels are standard. and binary fbx files a common commodity. It's not a matter of upgrading. Cinema 4D for example which is an excellent 3D modelling platform, does not support multiple UV's. 1GB for a model of this fidelity is not big at all, it's actually quite reasonably-sized. It's not even the model that's large; it's the very high-resolution textures. Some of them are 8192x8192, and most are 4096x4096, so you should expect some rather large file sizes. Plus everything is basically doubled-up by the inclusion of the Straight Out of Game folder.
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Post by BadHorse on Mar 6, 2021 3:43:18 GMT
I don't know if anyone else noticed, but the wings on the TIE Advanced V1 as-extracted were a bit misaligned, so I straightened them up. I also move their bones from 0,0,0 to the approximate centerline of the hinge so that they can be more easily rotated/folded into the landed configuration. Quick question: When the wings are folded in the landing configuration as shown, how do the inquisitors open the top hatch? Link: TIE_Advanced_V1_Package.rar
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Post by Rancor022 on Mar 6, 2021 8:02:07 GMT
I don't know if anyone else noticed, but the wings on the TIE Advanced V1 as-extracted were a bit misaligned, so I straightened them up. I also move their bones from 0,0,0 to the approximate centerline of the hinge so that they can be more easily rotated/folded into the landed configuration. Interesting, I hadn't noticed! Quick question: When the wings are folded in the landing configuration as shown, how do the inquisitors open the top hatch? They don't! 😁 Smash through the window perhaps?
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