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Post by BadHorse on Jul 30, 2020 19:11:34 GMT
Funny -- The topside engines on the GR75 are missing; covered over with some mesh faces. They may be located elsewhere in the game assets, but if that were the case, why cover them up? It almost looks as if they weren't done yet with the model. I'm also noticing that the Squadrons GR75 bears only a passing resemblance to the SWBF2017 model.
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Post by BadHorse on Aug 4, 2020 13:44:25 GMT
Very interesting model. Most of the surface detail is in the mesh (e.g. seam lines), as opposed to the Battlefront models that relied much more heavily on normal maps. There are a few minor UV mapping issues (zoom in on the area surrounding the opening on the inside surface of the wing), but otherwise very detailed. Love the 4k textures. I wonder if they're going to reduce to 2k in production like they did for so many of the models in Battlefront. The mesh detail in the cockpit is insane, even down to the hose corrugation. I still haven't figured out all the shaders so I made some educated guesses. The pilot is repurposed from Battlefront, although I created a slice map for his jumpsuit so I can color match to the squadron.
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Post by BadHorse on Aug 6, 2020 1:15:03 GMT
Here's the GR75.
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Aug 6, 2020 8:06:18 GMT
BEAUTIFULL !!!!
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Post by BadHorse on Aug 6, 2020 14:00:17 GMT
It's pretty good, just don't look at it from the back (SWBF2 model on the left for reference). This is why I was saying that the model might not be done.
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Aug 6, 2020 15:15:43 GMT
maybe it will be fixed on the release ...
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Post by gerdzerlkinerfdamahn on Aug 6, 2020 15:17:38 GMT
Does the Star Destroyer model in this game exhibit any differences from the Battlefront version?
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Post by BadHorse on Aug 14, 2020 17:12:37 GMT
Does the existence of face-fixes imply the existence of a functioning dumper script?
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Post by corraashu on Aug 16, 2020 23:39:15 GMT
Does the existence of face-fixes imply the existence of a functioning dumper script? Um that i'm unsure of these were given to me on a private discord and the method in which he extracted them wasn't very clear.
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Aug 18, 2020 9:41:25 GMT
Corra , have you more Empire ships avalaible ??
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Post by jonnielp on Aug 23, 2020 11:57:57 GMT
How did you get hold of these models? The game isn't even out yet. Or is it out in some countries already? I'm so confused Thx a lot for the models obviously
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Post by Warhammer_81 on Aug 23, 2020 14:31:26 GMT
How did you get hold of these models? The game isn't even out yet. Or is it out in some countries already? I'm so confused Thx a lot for the models obviously These models are from the Alpha build of the game, not the final release version due out later this year. The Alpha version has been out for a little while now, just look at the preview videos I shared earlier in the thread for examples.
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Post by bankszsz on Aug 23, 2020 19:01:08 GMT
Anyone got pictures of the cockpit of the Tie Reaper or a model of it?
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Post by ninjanate on Aug 25, 2020 11:25:10 GMT
i know this is out of the blue, but i'm new to modeling and and i'm trying to learn how to put the textures for the models. but i cant get it at all. is there any chance that i could get an obj for a few of them or someone could give me a couple of tips? thx!!
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Post by rscott on Aug 25, 2020 13:37:32 GMT
i know this is out of the blue, but i'm new to modeling and and i'm trying to learn how to put the textures for the models. but i cant get it at all. is there any chance that i could get an obj for a few of them or someone could give me a couple of tips? thx!! Go back to Help and Tutorials...and look at the tutorials on Blender Tutorials, that will get you started... Watch this also...
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Post by corraashu on Aug 26, 2020 6:16:55 GMT
Updated the download link i've added in the ISD,IMP Cruiser,Gozanti, IMP Quasar,Tie Fighter,Raider turrets and the Tie Advanced V1 (inquisitor fighter)
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CZW
Regular Poster Lvl 1
Posts: 110
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Post by CZW on Aug 26, 2020 8:07:04 GMT
fantastic Corra !! question ... all TIE will use the same internal cockpit mesh ??
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Post by Warhammer_81 on Aug 26, 2020 17:05:33 GMT
fantastic Corra !! question ... all TIE will use the same internal cockpit mesh ?? There are some slight differences between the standard TIE Fighter cockpit and the other TIE models, specifically the way the main viewport frame is rotated 45° degrees.
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Post by corraashu on Aug 27, 2020 1:55:46 GMT
fantastic Corra !! question ... all TIE will use the same internal cockpit mesh ?? They use the same cockpit controls but the ball itself is different.
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Post by Ducktrooper on Aug 27, 2020 3:30:05 GMT
Updated the download link i've added in the ISD,IMP Cruiser,Gozanti, IMP Quasar,Tie Fighter,Raider turrets and the Tie Advanced V1 (inquisitor fighter) WOW, Imp Quasar , HD Gozanti , Tie Advanced V1, the Game contains more than i exepted. Thanks for sharing. Did you noticed ,your Imperial Cruiser upload has no Textures. The Battlefront Textures should match, but i´m not 100 percent sure about this.
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Post by corraashu on Aug 27, 2020 3:54:15 GMT
Updated the download link i've added in the ISD,IMP Cruiser,Gozanti, IMP Quasar,Tie Fighter,Raider turrets and the Tie Advanced V1 (inquisitor fighter) WOW, Imp Quasar , HD Gozanti , Tie Advanced V1, the Game contains more than i exepted. Thanks for sharing. Did you noticed ,your Imperial Cruiser upload has no Textures. The Battlefront Textures should match, but i´m not 100 percent sure about this. It's been fixed you can redownload it.
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Post by Warhammer_81 on Aug 27, 2020 23:15:21 GMT
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Post by BadHorse on Aug 28, 2020 1:34:59 GMT
I watched that and couldn't figure out why the Gozanti cruiser's landing gear were down the whole time.
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Post by flipdark95 on Aug 28, 2020 3:22:14 GMT
^ Those are actually these weird docking mounts for TIE fighters, they were originally from Star Wars Rebels.
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Post by Warhammer_81 on Aug 28, 2020 3:48:57 GMT
I watched that and couldn't figure out why the Gozanti cruiser's landing gear were down the whole time. Lol, I had the exact same thought! It looks like they've released another trailer containing unfinished BETA assets just like the first couple of preview trailers with the incorrectly mirrored TIE Bombers. corraashu 's release of the Gozanti cruiser has the version with the landing gear down and a version with it fully retracted, not sure why they overlooked it for the trailer, oops!
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Post by BadHorse on Aug 28, 2020 3:51:50 GMT
^ Those are actually these weird docking mounts for TIE fighters, they were originally from Star Wars Rebels. I understand how the docking mounts work, but that's not what I'm talking about. Look again, their actual landing gear was down throughout the clip.
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Post by luigisb on Aug 28, 2020 8:45:38 GMT
It probably because is early dev footage
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Post by BadHorse on Aug 28, 2020 16:48:59 GMT
It probably because is early dev footage I expect so. One of the earlier trailers included a CR90 without any turrets.
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Post by superdumbkid on Aug 29, 2020 17:36:09 GMT
I'm trying to figure out the cockpit maps from the t65-xwing:
T_Veh_Reb_Flex_XwingT65_Cockpit_v2_AO_RGB.tga T_Veh_Reb_Flex_XwingT65_Cockpit_v2_DSV.tga
I know in the past, RGBA channels for other models sometimes needed to be moved around to get diffuse, normal, specular, ambient occlusion, etc... but I just can't figure these ones out for some reason. Any help would be appreciated.
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Post by Rancor022 on Aug 29, 2020 17:57:31 GMT
I'm trying to figure out the cockpit maps from the t65-xwing: T_Veh_Reb_Flex_XwingT65_Cockpit_v2_AO_RGB.tga T_Veh_Reb_Flex_XwingT65_Cockpit_v2_DSV.tga I know in the past, RGBA channels for other models sometimes needed to be moved around to get diffuse, normal, specular, ambient occlusion, etc... but I just can't figure these ones out for some reason. Any help would be appreciated. First off, the AO texture is a standard AO map, however each channel is a different shadow level. R is light shadows, G is medium shadows, and B is for heavy shadows. If you want to utilize the AO texture, I would recommend just sticking with the Red channel. The DSV texture appears to be an object-space normal map. The Battlefront games use tangent-space normal maps, so this is quite different. I'm not exactly sure how you'd go about converting that data to a tangent-space normal map.
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