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Post by Rancor022 on Jan 16, 2023 20:43:11 GMT
A question for you experts on the board. Star Wars Squadrons (or possibly JFO, I'm not sure as I'm not a gamer!) has had some hangar assets ripped from it. Any ideas on which and where they are in the first page archives please? Thank you guys! BadHorse uploaded a lot of the hangar stuff.
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Post by daddylongs on Jan 22, 2023 2:26:34 GMT
Yeah the Frosty Alpha has leaked online (that was only ever on Patreon) this one is really only good for modders since it allows for mesh importing....etc. Anyways here is the tools it's been long enough and it doesn't seem like Frosty will ever be publicly updated to support this game (that's why it was being held onto for this long hoping they'd release their own update) But as for the Squadrons version here are 2 versions of them one that works www.mediafire.com/file/r7erywa0sztabzf/FrostyEditor_v1.0.5.9_Alpha_20200116_SWS.rar/file but doesn't really support composite meshes very well and uses the Frosty Alpha as a base. With this version you will need to make a copy of the SWS exe and name it BFV.exe then edit the game path inside the FrostyEditor BFV.ini to the path of your own game, then start up the FrostyEditor2.exe it will tell you the SDK is out of date but it's not just hit the X and Frosty will load. Then this one that works with the public version of Frosty 1.0.59 and supports composite meshes better but isn't as stable or better www.mediafire.com/file/0iy1tiq3j4e5kln/SWSPatcher.zip/file this one is pretty straight forward. is there any new verisons of frosty that works with this cause the second method to import composite mesh doesnt really work.
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Post by daddylongs on Jan 29, 2023 4:02:09 GMT
I was creating a ship size comparison chart, so I went ahead and removed the battle damage and assembled the turrets also to the Quasar, Light Cruiser, Raider, CR90, and Gozanti Cruiser. Lots of texture work yet to be done, but a hint at some of what's in the queue. Funny cause the Raider is suppose to be the same size as the cr-90 according to wookiepeedia however in squadrons and battlefront its just under 200 meters this scale chart proves its. Makes more sense considering from what i import the model its got 8 racks for ties
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rya007
New Member Lvl 1
Posts: 2
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Post by rya007 on Mar 7, 2023 23:45:08 GMT
Hi! Does anyone have a .blend of the squadrons star destroyer? I was able to clean the model up, but I'm confused on how to apply all the textures as the file names are different and the textures don't seem to match when I apply them.
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Post by Ducktrooper on Mar 8, 2023 15:51:56 GMT
Hi! Does anyone have a .blend of the squadrons star destroyer? I was able to clean the model up, but I'm confused on how to apply all the textures as the file names are different and the textures don't seem to match when I apply them. Hi. I guess there is an blend file in Badhorses Discord Archiv. You can also try to apply the colormaps to UV 2 and the normalmaps to UV 1. There is an Thread in the Helpsection about UV swap of Battlefront Models. The same with Squadrons.
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ct5509
New Member Lvl 1
Posts: 4
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Post by ct5509 on Mar 8, 2023 15:59:10 GMT
Hey everybody! I'm new so if I'm asking for help in the wrong place im sorry! But I'm trying to map textures to the squadrons X-wing the fuselage, wings and glass are all textured nicely but the Astromech doesn't seem to be mapping correctly I've tried to mess around with the UV channels to see if I can make them fit but its just not working so I'm hoping someone could give me a hand. The Astromech in question:
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Post by Ducktrooper on Mar 9, 2023 3:25:47 GMT
Hey everybody! I'm new so if I'm asking for help in the wrong place im sorry! But I'm trying to map textures to the squadrons X-wing the fuselage, wings and glass are all textured nicely but the Astromech doesn't seem to be mapping correctly I've tried to mess around with the UV channels to see if I can make them fit but its just not working so I'm hoping someone could give me a hand. The Astromech in question: View AttachmentMaybe the wrong texture. T_Veh_Reb_Flex_XwingT65_Droid In any Variation should work on UV1.
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Post by Rancor022 on Mar 9, 2023 5:56:18 GMT
Hey everybody! I'm new so if I'm asking for help in the wrong place im sorry! But I'm trying to map textures to the squadrons X-wing the fuselage, wings and glass are all textured nicely but the Astromech doesn't seem to be mapping correctly I've tried to mess around with the UV channels to see if I can make them fit but its just not working so I'm hoping someone could give me a hand. The Astromech in question: View AttachmentMaybe the wrong texture. T_Veh_Reb_Flex_XwingT65_Droid In any Variation should work on UV1. I tried that too just now, and he's right, it's not mapping properly for whatever reason.
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Post by Warhammer_81 on Mar 9, 2023 10:57:47 GMT
Hey everybody! I'm new so if I'm asking for help in the wrong place im sorry! But I'm trying to map textures to the squadrons X-wing the fuselage, wings and glass are all textured nicely but the Astromech doesn't seem to be mapping correctly I've tried to mess around with the UV channels to see if I can make them fit but its just not working so I'm hoping someone could give me a hand. The Astromech in question: Looks to me like " veh_reb_flex_xwingt65_mesh", " cine_veh_reb_flex_xwingt65_mesh", and " veh_reb_flex_xwingt65_banger_mesh" use " T_Veh_Reb_Flex_XwingT65_Droid_Default_CS". However " veh_reb_flex_xwingt65_cockpit_exterior_mesh" uses " T_Veh_Reb_Flex_XWingT65_Cockpit_Exterior_Droid_" and " T_Veh_Reb_Flex_XWingT65_Cockpit_Droid_".
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ct5509
New Member Lvl 1
Posts: 4
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Post by ct5509 on Mar 9, 2023 11:53:10 GMT
Hey everybody! I'm new so if I'm asking for help in the wrong place im sorry! But I'm trying to map textures to the squadrons X-wing the fuselage, wings and glass are all textured nicely but the Astromech doesn't seem to be mapping correctly I've tried to mess around with the UV channels to see if I can make them fit but its just not working so I'm hoping someone could give me a hand. The Astromech in question: Looks to me like " veh_reb_flex_xwingt65_mesh", " cine_veh_reb_flex_xwingt65_mesh", and " veh_reb_flex_xwingt65_banger_mesh" use " T_Veh_Reb_Flex_XwingT65_Droid_Default_CS". However " veh_reb_flex_xwingt65_cockpit_exterior_mesh" uses " T_Veh_Reb_Flex_XWingT65_Cockpit_Exterior_Droid_" and " T_Veh_Reb_Flex_XWingT65_Cockpit_Droid_". I'll see if i can swap them over and it might work. EDIT: Still having the mapping issue.
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Post by Warhammer_81 on Mar 9, 2023 12:56:26 GMT
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ct5509
New Member Lvl 1
Posts: 4
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Post by ct5509 on Mar 9, 2023 16:26:53 GMT
That has fixed the UV issue and the only problem I have now is the Astromechs head is floating off the body but i can fix that no issue so thanks so much guys!
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ct5509
New Member Lvl 1
Posts: 4
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Post by ct5509 on Mar 9, 2023 16:46:49 GMT
So this is the textured X-wing i changed a couple colours and its come out nicely! thanks a lot everyone! imgur.com/a/6keUQqA Cant make inserting image work so here's a link if you wanna see
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rya007
New Member Lvl 1
Posts: 2
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Post by rya007 on Mar 11, 2023 7:21:00 GMT
Hi! Does anyone have a .blend of the squadrons star destroyer? I was able to clean the model up, but I'm confused on how to apply all the textures as the file names are different and the textures don't seem to match when I apply them. Hi. I guess there is an blend file in Badhorses Discord Archiv. You can also try to apply the colormaps to UV 2 and the normalmaps to UV 1. There is an Thread in the Helpsection about UV swap of Battlefront Models. The same with Squadrons. Thanks so much, I appreciate it!
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taint
New Member Lvl 1
Posts: 2
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Post by taint on May 6, 2023 22:45:35 GMT
Hi guys, I am having an issue with the TIE-Reaper textures - it seems that the normal map textures are not aligned properly. The issues effect both the wing and body textures - on the wing specifically; the grid like patterns that make up the surface of the wings are too large and scale over other parts of the texture. When you compare the normal to the diffuse you can see the difference quite clearly. If you look at the attached screenshot, you can see what I mean - the red outline is where the edge of this grid should be, and the blue showing where it actually is. You can see how the grid overlaps other parts of the map, and you can also see other overlaps too. The body textures are the same. Is there a way to fix this? Or are these textures broke? Thanks guys Attachments:
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Post by rscott on May 7, 2023 13:02:14 GMT
Hi guys, I am having an issue with the TIE-Reaper textures - it seems that the normal map textures are not aligned properly. The issues effect both the wing and body textures - on the wing specifically; the grid like patterns that make up the surface of the wings are too large and scale over other parts of the texture. When you compare the normal to the diffuse you can see the difference quite clearly. If you look at the attached screenshot, you can see what I mean - the red outline is where the edge of this grid should be, and the blue showing where it actually is. You can see how the grid overlaps other parts of the map, and you can also see other overlaps too. The body textures are the same. Is there a way to fix this? Or are these textures broke? Thanks guys They are not broken... Check and make sure you are mapping them to the right UV ... almost all of these meshes have at least 2 UV slots ... the Diffuse and others map to usually channel 1, and the Normals to Channel 0 ( or it might be reversed ) some have 3 or 4 UV channels... Check the Help > Blender Tutorials to see some examples...
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taint
New Member Lvl 1
Posts: 2
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Post by taint on May 7, 2023 16:03:50 GMT
Hi guys, I am having an issue with the TIE-Reaper textures - it seems that the normal map textures are not aligned properly. The issues effect both the wing and body textures - on the wing specifically; the grid like patterns that make up the surface of the wings are too large and scale over other parts of the texture. When you compare the normal to the diffuse you can see the difference quite clearly. If you look at the attached screenshot, you can see what I mean - the red outline is where the edge of this grid should be, and the blue showing where it actually is. You can see how the grid overlaps other parts of the map, and you can also see other overlaps too. The body textures are the same. Is there a way to fix this? Or are these textures broke? Thanks guys They are not broken... Check and make sure you are mapping them to the right UV ... almost all of these meshes have at least 2 UV slots ... the Diffuse and others map to usually channel 1, and the Normals to Channel 0 ( or it might be reversed ) some have 3 or 4 UV channels... Check the Help > Blender Tutorials to see some examples... Yeah, I've tried that. The Reaper model has two different UVs, one for the diffuse and another for the normals. Neither work properly. I've actually examined the textures by their seperate Alpha and RGB layers, and it is pretty clear that there are parts of these normals that are not aligned properly. I've even tried rotating, scaling, mirroring the UVs... to no avail. EDIT - I've just downloaded the Reaper from Rancor022's Archive and the normals are different - they look correct and function as expected. It seems that the normals on the Reaper from corraashu's Archive have been extracted incorrectly.
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Post by Dan on Jul 4, 2023 1:23:27 GMT
Hello, just piggybacking off of the conversation above me, but it seems that all the Nebulon-B Turrets that I downloaded from corraashu's archive are missing the Color UV Channel as well. I understand that the UVchannel0 is used for the Normal maps. Any help would be greatly appreciated. Attachments:
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Post by BadHorse on Jul 4, 2023 17:10:43 GMT
Hello, just piggybacking off of the conversation above me, but it seems that all the Nebulon-B Turrets that I downloaded from corraashu's archive are missing the Color UV Channel as well. I understand that the UVchannel0 is used for the Normal maps. Any help would be greatly appreciated. Not sure if you're on the GroinKick Discord, but I have the Squadrons Nebulon-B fully assembled and textured and shared in a packed BLEND file. discord.com/channels/593925004828213248/976193888618422322/1045136702609563668
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Post by nabakov on Nov 6, 2023 4:17:24 GMT
Are there any breakdowns of how to import and recompile the fbx characters from Rancor’s archive in blender correctly? I’m getting close, but just doesn’t seem quite right!
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Post by daddylongs on Jan 7, 2024 19:46:51 GMT
BadHorse, yougot the Tie Defender platform hoping to fit craft such as tie phantom or the tie defender elite on there along with the tie defender of course
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Post by Warhammer_81 on Jan 8, 2024 9:03:40 GMT
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Post by jafanruss on Sept 14, 2024 19:51:35 GMT
Hey BadHorse , i saw you cleaned and packed up alot of models, but unfortunatly most of your links dont work anymore. could you maybe do a Archive ( i dont care which platform as long as its accessable without an account or extra app) and upload all of the ships, briefing rooms etc you did? either in a format thats easy to work with and to get the textures back on or in the best case even as functunal Blender files? because its extremely annoying to have to work with Weird Uv-maps (like the mirroring issues in blender) from the original or even worse the files from the Archive in the message above, because the textures are like never all there... I just wanted to make some nice renders and short animations for the fanclub im in. Thanks in advance! Edit: I found the Discord and most of the things by you im looking for, only two things are missing for me: The Raider-II-Corvette and the CR90-Corvette
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