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Post by superdumbkid on Aug 29, 2020 20:39:17 GMT
Thanks for the info Rancor. Is there no diffuse/color map for the cockpit? The only one I can find looks like it's only the seat. (T_Veh_Reb_Flex_XwingT65_Cockpit_03_CS.tga)
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Post by Rancor022 on Aug 30, 2020 3:20:09 GMT
Thanks for the info Rancor. Is there no diffuse/color map for the cockpit? The only one I can find looks like it's only the seat. (T_Veh_Reb_Flex_XwingT65_Cockpit_03_CS.tga) I can't find it in the files that were uploaded. I'm assuming the package is incomplete.
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Post by corraashu on Aug 30, 2020 3:51:46 GMT
Thanks for the info Rancor. Is there no diffuse/color map for the cockpit? The only one I can find looks like it's only the seat. (T_Veh_Reb_Flex_XwingT65_Cockpit_03_CS.tga) I can't find it in the files that were uploaded. I'm assuming the package is incomplete. it's 100% complete as per the alpha files,the cockpit itself is mixed in with the Cockpit_v2_mask,v2_DSV and v2_AO_RGB, it's kind of like how some of the ships in SWBF2 are with no diffuse texture but a mix of textures that need to be put together in the RGB channels to make a diffuse.
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Post by BadHorse on Aug 30, 2020 15:35:56 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. With the exception of the decal opacity, I've given up on the included cockpit textures (at least for now). Luckily the mesh quality is good enough, and the mesh names descriptive enough to make a good guess with the renderer's built in material shaders. I've been using this as my WebEx background for the past few weeks.
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Post by BadHorse on Sept 1, 2020 22:54:13 GMT
A bit nicer than the SWBF2(2017) model.
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Post by Rancor022 on Sept 1, 2020 23:09:07 GMT
A bit nicer than the SWBF2(2017) model. A lotabit nicer!
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Post by Warhammer_81 on Sept 1, 2020 23:09:30 GMT
Some other craft seen in the trailer: IGV-55 surveillance vessel: BFF-1 Freighter:
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Post by corraashu on Sept 1, 2020 23:31:21 GMT
The BFF-1 Freighter is the last ship i haven't uploaded yet, i should be finishing that and the IMP characters/pilot clothing soon.
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Post by Warhammer_81 on Sept 2, 2020 0:46:09 GMT
The BFF-1 Freighter is the last ship i haven't uploaded yet, i should be finishing that and the IMP characters/pilot clothing soon. That's really awesome! I wasn't posting to rush you or request you release anything, I just wanted to point out some of the background ships I noticed in the trailer. That is good to know they're in the game files!
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Post by corraashu on Sept 2, 2020 5:36:46 GMT
The BFF-1 Freighter is the last ship i haven't uploaded yet, i should be finishing that and the IMP characters/pilot clothing soon. That's really awesome! I wasn't posting to rush you or request you release anything, I just wanted to point out some of the background ships I noticed in the trailer. That is good to know they're in the game files! I knew you weren't i was just pointing out that it was the last ship i need to extract then i'm done with all the ships in the alpha expect the other 3 fighters for the Empire.
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Post by rscott on Sept 2, 2020 14:21:20 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. Blender 2.8XXX normal mapping node is by default a Tangent Space Normal...You can set it from either Tangent / Object / World / Blender Object or Blender World...
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Post by BadHorse on Sept 2, 2020 22:42:29 GMT
Kinda like a big scary Dorito chip, or maybe a slice of totalitarian pizza.
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Post by dlight on Sept 2, 2020 23:25:44 GMT
ooh. what's this render? kinda twisted shit. i had to adjust my eyes to figure it out. sry
the quasar transport, ehh. looking nice.
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Post by corraashu on Sept 7, 2020 6:44:02 GMT
Alright so i updated the download link, everything in this upload is all in the Empire folder and here is what i uploaded Tie Reaper,Interceptor,Bomber along withe Zeta,Lambda Shuttle and the BFF1 Cargo ship. After that i added in some of the main characters and some background ones.
IMP Officer,Navy Crewmen,LT514 (Lobot style character) Terisa,Waylin,Gralm and Imperial ranks (identifies a officer rank) and lastly RA-7 (protocol droid).
Terisa and Gralm use imp officer clothing (terisa has her clothing but needs the gloves and textures from the Officer file.
This pretty much leaves just the Imperial Pilot clothing left and then i'll be done with the game.
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Post by Warhammer_81 on Sept 7, 2020 9:53:11 GMT
Alright so i updated the download link, everything in this upload is all in the Empire folder and here is what i uploaded Tie Reaper,Interceptor,Bomber along withe Zeta,Lambda Shuttle and the BFF1 Cargo ship. After that i added in some of the main characters and some background ones. IMP Officer,Navy Crewmen,LT514 (Lobot style character) Terisa,Waylin,Gralm and Imperial ranks (identifies a officer rank) and lastly RA-7 (protocol droid). Terisa and Gralm use imp officer clothing (terisa has her clothing but needs the gloves and textures from the Officer file. This pretty much leaves just the Imperial Pilot clothing left and then i'll be done with the game. Thank you once again for all your efforts! I didn't see Waylin among the other Empire releases.
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Post by corraashu on Sept 7, 2020 23:26:40 GMT
Alright so i updated the download link, everything in this upload is all in the Empire folder and here is what i uploaded Tie Reaper,Interceptor,Bomber along withe Zeta,Lambda Shuttle and the BFF1 Cargo ship. After that i added in some of the main characters and some background ones. IMP Officer,Navy Crewmen,LT514 (Lobot style character) Terisa,Waylin,Gralm and Imperial ranks (identifies a officer rank) and lastly RA-7 (protocol droid). Terisa and Gralm use imp officer clothing (terisa has her clothing but needs the gloves and textures from the Officer file. This pretty much leaves just the Imperial Pilot clothing left and then i'll be done with the game. Thank you once again for all your efforts! I didn't see Waylin among the other Empire releases. AH fixed he's uploaded.
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Post by Ducktrooper on Sept 9, 2020 1:41:50 GMT
corraashu , I´m looking for the Rest of Rebel Fighters ( Y-Wing, U-Wing ). Do you have any Plans to share this ?
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Post by corraashu on Sept 9, 2020 23:28:02 GMT
corraashu , I´m looking for the Rest of Rebel Fighters ( Y-Wing, U-Wing ). Do you have any Plans to share this ? Ah yeah i uploaded the Y-wing and should have the U-wing up later tonight, can't believe i forgot those lol.
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Post by aspiring3dmod on Sept 10, 2020 14:32:56 GMT
Whats the polycount for the gozanti?, under 30000 tris?
Also what are the differences between the BF II 2017 ISD and the Squadrons ISD?
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Post by Servius on Sept 13, 2020 6:09:12 GMT
corraashu, Added a direct link to your folder for this game on the trello. If someone else uploads something separate from Corras repository please tag me so I can log it in to the trello as well.
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Post by corraashu on Sept 16, 2020 4:48:41 GMT
Thanks for adding it to the Trello.
As for the the difference between the ISD from this game and the ISD from BF2 2017 is detail there is way more detail in that model then the 2017 version.
Now for the final release until the game comes out.
I have finished all the Imperial Pilot Clothing and moved them to their own folder within the Empire folder in the original link, when it comes to helmets for some of these clothes some of them use re-textured helmets from other helmets like if you're wanting the Bounty Hunter helmet to go along with the clothing you'll have to grab the Support Helmet with the textures labeled Bounty Hunter.
I'm not sure if i've said it before on here but when it comes to Male and Female armor, Male is always labeled b01 and Female b02 and in the case of the Rebels anything after that like B03 or BO4 (if there is any) is meant for Alien races.
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Post by BadHorse on Sept 17, 2020 3:30:48 GMT
corraashu, do you have any insights as to whether we will see a widely available extraction tool or asset dumper for Squadrons at or soon after game launch? The dead air over on the Frosty Discord certainly gives the impression that the project is dead. You seem to be very well connected, so I was hoping that maybe you knew something. If you can't say, that's fine. I'll have to practice patience in the meantime either way.
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Post by corraashu on Sept 17, 2020 4:29:15 GMT
corraashu , do you have any insights as to whether we will see a widely available extraction tool or asset dumper for Squadrons at or soon after game launch? The dead air over on the Frosty Discord certainly gives the impression that the project is dead. You seem to be very well connected, so I was hoping that maybe you knew something. If you can't say, that's fine. I'll have to practice patience in the meantime either way. Recheck the main Download link i put something right beside the face fixes, download that and then DM me or add me on discord Clonetrooper163#3182 i'll send you something. As for a more dedicated extraction,dumper.....etc for this game, we probably won't get one as that is official as i'm not so sure the Frosty team that is left working on this can do much past a few UI edits and small things here and there. Frosty is about to stop being a modding tool and a simple asset extraction tool when EA Desktop app comes out and i have a feeling all of their work will be trying to get it to launch with mods on that new app, my bet is it'll be months probably Spring before we see anything of that being fixed and released.
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Post by gerdzerlkinerfdamahn on Sept 23, 2020 10:55:52 GMT
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comco
New Member Lvl 2
Posts: 12
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Post by comco on Sept 23, 2020 12:28:22 GMT
Thanks for all your efforts ripping and prepping this stuff, corraashu!. I was checking out the FBX files for the Quasar last night and I couldn't seem to work out where to place the turrets - is there a trick to this or is the data for placement just not there? I was expecting a helper object or something.
Also - Importing the various FBXes in Max, it doesn't appear that we have the LOD0 high quality engine objects? Only one of the much lower quality LODs? (I think it was 4 or 5?).
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Post by BadHorse on Sept 23, 2020 23:23:15 GMT
The hangar force field doesn't have a texture. I built my own shader in the renderer using an emissive material and an inverted ambient occlusion node to increase the opacity near the edges. For the most part the main hull uses the same paneltile textures as the Star Destroyer • T_Veh_EmpStarDestroyer_Panels_01A_RGB • T_Veh_EmpStarDestroyer_Panels_01A_CS • T_Veh_EmpStarDestroyer_MetalDetail_01A
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Post by BadHorse on Sept 23, 2020 23:42:40 GMT
Thanks for all your efforts ripping and prepping this stuff, corraashu!. I was checking out the FBX files for the Quasar last night and I couldn't seem to work out where to place the turrets - is there a trick to this or is the data for placement just not there? I was expecting a helper object or something. Also - Importing the various FBXes in Max, it doesn't appear that we have the LOD0 high quality engine objects? Only one of the much lower quality LODs? (I think it was 4 or 5?). According to the blueprints, the Quasar turrets are located at: Trans: X=-12.44032, Y=0.9313124, Z=163.2727 Rot: Y=0, P=0, R=90 Scale: X=1, Y=1, Z=1 Then you can just mirror across Y-Z to get the second turret location. The high-poly (i.e. LOD0) engines will import into 3DS Max, but keep in mind that Max refuses to import a mesh where one with the same name already exists in the scene tree. If you're importing the Quasar meshes in numerical order (the engines are last), then you might have a naming conflict.
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comco
New Member Lvl 2
Posts: 12
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Post by comco on Sept 28, 2020 9:50:30 GMT
The high-poly (i.e. LOD0) engines will import into 3DS Max, but keep in mind that Max refuses to import a mesh where one with the same name already exists in the scene tree. If you're importing the Quasar meshes in numerical order (the engines are last), then you might have a naming conflict. Ah! That would be it. Much appreciated, mate. Kind of annoying that it doesn't even appear to throw an obvious error when it fails on that.
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Post by corraashu on Oct 2, 2020 1:33:23 GMT
I updated the link with Hera's model i'll try and get other models that are new in the release version soon.
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Post by BadHorse on Oct 2, 2020 2:36:59 GMT
I'm working on this one right now. Hopefully should have it out tomorrow.
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