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Post by Warhammer_81 on Mar 6, 2021 8:27:51 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
Comparing the wings to the Starfighter Missions version they seem a bit thinner? Either way the pilot can't exit through the hatch! i.imgur.com/kW6pgGq.png
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Post by BadHorse on Mar 7, 2021 18:31:19 GMT
Here's the Imperial Raider II class corvette with all of its turrets properly positioned, and with battle damage removed: Imperial_Raider-II_Corvette_Package.rarIt was tough finding detailed in-game reference images of the hull, but I think I managed to get the paneltile textures mapped correctly. It bothers me slightly that there is a notch on the underside of the bow that I would surmise is intended to store the forward landing gear, but unlike the rear landing gear there is no door to enclose/hide it when the gear is retracted.
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Post by BadHorse on Mar 9, 2021 16:00:17 GMT
I'm putting the finishing touches on this one. Should be packaged up and ready to share either later today or tomorrow. - Added and correctly positioned the high-poly turrets with battle damage extricated - Straightened up the front row of TIE hangers (they were misaligned) - Rebaked the hull textures (this model borrows paneltiles from the ISD) - Added a custom emissive texture (optional) to the ceiling of the hangars based on typical imperial architecture lighting (visible directly over the TIEs in the pic). The hangars were too dark IMO, and the wall lighting left the center sphere of the TIEs in almost complete shadow. - Populated the hangar bays with an array of 32x TIEs for funzies. Again, these are totally optional and can be removed, as they drive up the poly count significantly.
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Post by Der Blaue Klaus on Mar 9, 2021 16:03:49 GMT
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Post by BadHorse on Mar 9, 2021 19:26:48 GMT
I'm putting the finishing touches on this one. Should be packaged up and ready to share either later today or tomorrow. - Added and correctly positioned the high-poly turrets with battle damage extricated - Straightened up the front row of TIE hangers (they were misaligned) - Rebaked the hull textures (this model borrows paneltiles from the ISD) - Added a custom emissive texture (optional) to the ceiling of the hangars based on typical imperial architecture lighting (visible directly over the TIEs in the pic). The hangars were too dark IMO, and the wall lighting left the center sphere of the TIEs in almost complete shadow. - Populated the hangar bays with an array of 32x TIEs for funzies. Again, these are totally optional and can be removed, as they drive up the poly count significantly.
Here it is: Imperial_Quasar-Fire_Package.rar
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Post by umbra0912 on Mar 10, 2021 2:31:29 GMT
Is there a chance that the flight sticks for the control column in the TIE Interceptor/Fighter are around? I remember seeing them in the game but they don't appear to be within the extracted TIE cockpits.
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Post by Mecard91 on Mar 14, 2021 7:08:03 GMT
I'm new here, and I've been trying to place the R2 heads onto the bodies on the X-Wing & Y-Wing models for a personal project, but I haven't gotten any luck. Any help would be nice, since I'm using Blender
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Post by Rancor022 on Mar 14, 2021 11:25:19 GMT
I'm new here, and I've been trying to place the R2 heads onto the bodies on the X-Wing & Y-Wing models for a personal project, but I haven't gotten any luck. Any help would be nice, since I'm using Blender Most of the meshes have the astromech heads already in the correct place already, you shouldn't have to place them manually.
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Post by Mecard91 on Mar 14, 2021 15:59:24 GMT
That's not exactly the answer I'm looking for. I've opened up the .fbx files for the X-Wing & Y-Wing files, the one where you see the fighters from the hanger in-game, and these R2 heads from both fighters aren't exactly in the right placement. Either I'm doing something wrong, or I need to use a different program. Hope this helps.
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Post by Rancor022 on Mar 15, 2021 1:41:04 GMT
That's not exactly the answer I'm looking for. I've opened up the .fbx files for the X-Wing & Y-Wing files, the one where you see the fighters from the hanger in-game, and these R2 heads from both fighters aren't exactly in the right placement. Either I'm doing something wrong, or I need to use a different program. Hope this helps. View AttachmentView AttachmentWhoops, sorry I thought this was the Battlefront thread! In the case of the Squadrons astromech units unfortunately they do have to be positioned manually. As there is no official Frosty support at the moment, bones cannot be exported for vehicles (which would automatically reposition all of the meshes into their correct places).
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Post by BadHorse on Mar 15, 2021 2:55:59 GMT
That's not exactly the answer I'm looking for. I've opened up the .fbx files for the X-Wing & Y-Wing files, the one where you see the fighters from the hanger in-game, and these R2 heads from both fighters aren't exactly in the right placement. Either I'm doing something wrong, or I need to use a different program. Hope this helps. Here are a few meshes of the X-Wing with everything positioned correctly: • Landed canopy open • Landed canopy closed • In-flight wings open • In-flight wings closed • There's also the SooG meshes for both the banger and cinematic x-wings with bones intact so you can move everything around yourself as you see fit. Link: X-Wing_Mesh_Only.rar
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Post by oopack on Mar 15, 2021 13:29:10 GMT
Badhorse is there a Y-Wing of this too:
• Landed canopy open • Landed canopy closed • In-flight wings open • In-flight wings closed • There's also the SooG meshes for both the banger and cinematic x-wings with bones intact so you can move everything around yourself as you see fit.
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Post by gerdzerlkinerfdamahn on Mar 15, 2021 15:51:38 GMT
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Post by BadHorse on Mar 16, 2021 1:00:11 GMT
Badhorse is there a Y-Wing of this too: • Landed canopy open • Landed canopy closed • In-flight wings open • In-flight wings closed • There's also the SooG meshes for both the banger and cinematic x-wings with bones intact so you can move everything around yourself as you see fit. I don't have a Y-Wing with canopy open, but I do have landed, in-flight (gear closed), and SooG. Link: Y-Wing_Mesh_Only.rar
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Post by oopack on Mar 16, 2021 11:23:00 GMT
Thank you
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ag458
New Member Lvl 3
Posts: 22
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Post by ag458 on Mar 17, 2021 17:02:23 GMT
BadHorse, I recently completed the monumental task of completely texturing the ISD. While I doubt I got EVERYTHING 100 percent correct, the one thing I had trouble finding was the texture map for the barbets of the heavy cannons. Do you know which map applies to those?
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Post by BadHorse on Mar 17, 2021 19:46:54 GMT
BadHorse , I recently completed the monumental task of completely texturing the ISD. While I doubt I got EVERYTHING 100 percent correct, the one thing I had trouble finding was the texture map for the barbets of the heavy cannons. Do you know which map applies to those? Well, that is because I apparently forgot to include them in the model package I shared ... SMH. You should still be able to find them in the "SooG\Textures" folder under the name "T_Veh_Emp_Turr_StarDestroyer_Large_01_*.png" but you may have to parse the textures yourself.
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Post by BadHorse on Mar 24, 2021 16:15:22 GMT
I really should learn to quit while I'm ahead. 3.1M triangles
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Post by Der Blaue Klaus on Mar 24, 2021 16:34:39 GMT
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Post by BadHorse on Mar 24, 2021 17:45:49 GMT
Amazingly it only took about 1.5 hours to extract, pre-condition, and assemble (script runtime ~10 minutes). The hard part is always figuring out the textures -- no script I can write will make that process any faster.
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Post by slagothor on Mar 24, 2021 19:17:33 GMT
BadHorse, thank you for all the work you've done. Have you ever considered changing your nick to "BadAss"?
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Post by abeja on Mar 25, 2021 1:20:04 GMT
So which game has the best version of ISD and Raider-class corvette? SWS or SWBF2?
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Post by BadHorse on Mar 25, 2021 16:17:13 GMT
So which game has the best version of ISD and Raider-class corvette? SWS or SWBF2? The base mesh for both is essentially the same for both ships in both games. I like the Raider from SWS better simply because its shaders were easier to reconstruct, whereas the version in SWBF2 relied more heavily on procedural textures. As a downside, in SWS you only get the imperial variant. As for the ISD, again they're very similar, but with the SWS version you get the extra turrets.
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ag458
New Member Lvl 3
Posts: 22
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Post by ag458 on Mar 25, 2021 20:25:57 GMT
BadHorse , if you don't mind me asking, I was wondering where you got the red emission texture for the TIE Reaper cockpit windows? (I'm referring to the render you shared a while back, as I'm working to texture the Reaper in Blender atm).
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Post by abeja on Mar 26, 2021 5:44:17 GMT
I found something odd about that model. In pic related you can see that the normals are wierd, this also happens on the other side of the cockpit. When I checked why it was, I found that a couple of vertices in the same spot, when I merged them, it got fixed. Anyone else is using blender to render? How do you set up the nodes for the textures? I'm setting it up like in pic related.
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Post by rscott on Mar 26, 2021 12:48:20 GMT
I found something odd about that model. In pic related you can see that the normals are wierd, this also happens on the other side of the cockpit. When I checked why it was, I found that a couple of vertices in the same spot, when I merged them, it got fixed. Anyone else is using blender to render? How do you set up the nodes for the textures? I'm setting it up like in pic related. I wouldn't use the mix node as an overlay...instead add an AO node and attach to the diffuse with a MIX RGB set to multiply...like this as far as the Normals it is probly the same as we ran into on the B-Wing where the Normals were reversed in just a few areas...I believe BadHorse , found the way to fix it... link
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Post by abeja on Mar 26, 2021 20:46:29 GMT
Thanks for the advice, here are the renders I made. The metallic property looks weird on the model, so I inverted it to look more like in the show. Attachments:
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comco
New Member Lvl 2
Posts: 12
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Post by comco on Mar 27, 2021 0:41:10 GMT
Metal maps should be white where exposed metal is showing. Easiest way to glance at a metal map and tell if it needs to be inverted is to look at where the texture is on an obvious edge - if there's going to be scratches and paint chips, it will usually be along the leading edges of wings, the edges of panels etc.
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Post by rscott on Mar 27, 2021 13:48:39 GMT
Thanks for the advice, here are the renders I made. The metallic property looks weird on the model, so I inverted it to look more like in the show. I find getting the metallic edging from the maps a bit easier if I run it through a color-ramp to give some control over it as seen in the last post...works really well with 4k textures.
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comco
New Member Lvl 2
Posts: 12
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Post by comco on Mar 28, 2021 5:42:34 GMT
Thanks for the advice, here are the renders I made. The metallic property looks weird on the model, so I inverted it to look more like in the show. I find getting the metallic edging from the maps a bit easier if I run it through a color-ramp to give some control over it as seen in the last post...works really well with 4k textures. I'm not a Blender user, so I could be misunderstanding what you're doing here but a metal map's 'colours' should either be white or black. Applying colour or moving into greyscale values won't get correct results.
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