All-Purpose Request Thread (Take 3)

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CressAlbane
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Re: All-Purpose Request Thread (Take 3)

Post by CressAlbane »

I need a modeler for a project I have in mind. Any takers?
PM me if interested.
EDIT: Found one!
EDIT2: Now I need somebody who can convert models from Sketchup to BFII. Anyone?
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Re: All-Purpose Request Thread (Take 3)

Post by RogueKnight »

CressAlbane wrote: EDIT2: Now I need somebody who can convert models from Sketchup to BFII. Anyone?
Nearly impossible, definitely improbable.
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Re: All-Purpose Request Thread (Take 3)

Post by CressAlbane »

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Re: All-Purpose Request Thread (Take 3)

Post by Sky_216 »

CressAlbane wrote:Then why this thread?
http://www.gametoast.com/forums/viewtop ... 36&t=16630
:lol:
And almost all (if not all) of the models in that thread haven't been converted to BF2.
:lol:
:roll:
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

If anyone has a PS2 or Wii version of TFU,

Can u pls cheat-unlock the heavytrooper costume, run around in it and take a vid pls

Try and get all angles
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Re: All-Purpose Request Thread (Take 3)

Post by CressAlbane »

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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

So, DarthD.U.C.K. and I have tried a couple times to export an idle animation I made, and each time through the conversion the many effectors were turned into nulls, and then bones, so here is another attempt at removing them before conversion, can someone try to export this animation?

formV_saber_stand_idle_emote_full.zip
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Re: All-Purpose Request Thread (Take 3)

Post by RogueKnight »

CressAlbane wrote:http://www.gametoast.com/forums/viewtop ... 36&t=18215
RogueKnight posted here. lol
Yes, I also took part in writing the tutorial, and I was (AFAIK) the first person to successfully convert a SketchUp model into SWBFII, so I am the most qualified person to say that it is worth more time to learn a real 3D modelling program.
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Re: All-Purpose Request Thread (Take 3)

Post by AceMastermind »

DarthRogueKnight wrote:
EDIT2: Now I need somebody who can convert models from Sketchup to BFII. Anyone?
Nearly impossible, definitely improbable.
If you're not going to help with his request then it would be best not to reply but please don't try to confuse others, a polygon is a polygon regardless of the 3d app you're using and converting one model format to another is definitely possible.
DarthRogueKnight wrote:
Yes, I also took part in writing the tutorial, and I was (AFAIK) the first person to successfully convert a SketchUp model into SWBFII, so I am the most qualified person to say that it is worth more time to learn a real 3D modelling program.
No qualifying is necessary, but a direct way of getting 3d assets into SWBF using XSI with the Pandemic Tools is preferred and is the absolute best way.
March 16, 2008 is the date that the first model was converted to msh from SketchUp>XSI that I know of and this was several months before any tutorials were posted and before you were a member here.
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Re: All-Purpose Request Thread (Take 3)

Post by CressAlbane »

Ok, thanks for clearing that up everyone.
XSI won't work on my computer so I wanted something else...darn.
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Re: All-Purpose Request Thread (Take 3)

Post by DarthD.U.C.K. »

kinetosimpetus wrote:So, DarthD.U.C.K. and I have tried a couple times to export an idle animation I made, and each time through the conversion the many effectors were turned into nulls, and then bones, so here is another attempt at removing them before conversion, can someone try to export this animation?

formV_saber_stand_idle_emote_full.zip
it doesnt matter whether the boens and effectors are nulls or not (they are always turned into nulls when using crosswalk and there is no convenient way to make them bones again), just the name and the translation are important
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

DarthD.U.C.K. wrote:
kinetosimpetus wrote:So, DarthD.U.C.K. and I have tried a couple times to export an idle animation I made, and each time through the conversion the many effectors were turned into nulls, and then bones, so here is another attempt at removing them before conversion, can someone try to export this animation?

formV_saber_stand_idle_emote_full.zip
it doesnt matter whether the boens and effectors are nulls or not (they are always turned into nulls when using crosswalk and there is no convenient way to make them bones again), just the name and the translation are important
yes because i used nulls for envelope units and worked fine XD
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

So in that version i removed all effectors. The bones are nulls with the names and animation keys. The effectors were turning into extra bones that the basepose didn't have right?
Last edited by kinetosimpetus on Wed May 05, 2010 6:40 pm, edited 1 time in total.
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Re: All-Purpose Request Thread (Take 3)

Post by Sky_216 »

CressAlbane wrote:Ok, thanks for clearing that up everyone.
XSI won't work on my computer so I wanted something else...darn.
try Blender.
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Re: All-Purpose Request Thread (Take 3)

Post by B.I.G_Cookie »

CodaRez wrote:If anyone has a PS2 or Wii version of TFU,

Can u pls cheat-unlock the heavytrooper costume, run around in it and take a vid pls

Try and get all angles
i only have some screenshots of the front, ill try to make a vid as soon as i find my tfu cd. :P
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Re: All-Purpose Request Thread (Take 3)

Post by FragMe! »

kinetosimpetus wrote:So in that version i removed all effectors. The bones are nulls with the names and animation keys. The effectors were turning into extra bones that the basepose didn't have right?
You shouldn't have to remove effectors, if you are creating th anim in modtools and using crosswalk to get it to 5.xx then it should keep the bones (tries to think back to the last time I did a transfer) even if it does change them to nulls it should still work. Are you using IK or FK animation? Meaning are you changing the position by moving the effectors. You may want to "plot" the animations prior to using crosswalk.

Also the error that you get on the animation munge is because you have a keyframe on a bone that the basepose does not have or if it does have the bone in the basepose it is not keyframed. This includes the dummyroot, or grounddummy. Some baseposes do have key frames on those two, but others don't. It is okay to have less bones used or keyed in an animation than there are in the basepose but not more.
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

I was changing the position by rotating the bone. And, yes, I am using modtool.

Edit:
Here's one with the usual bones from unit template beta.
http://www.filefront.com/16379847/formI ... e_full.zip
all keys on root's, effectors, dummyroot removed.

This is actually a different animation, but I don't care which one gets working first, as long as one does, then I can go back and fix them all. :P
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

B.I.G_Cookie wrote:
CodaRez wrote:If anyone has a PS2 or Wii version of TFU,

Can u pls cheat-unlock the heavytrooper costume, run around in it and take a vid pls

Try and get all angles
i only have some screenshots of the front, ill try to make a vid as soon as i find my tfu cd. :P
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Much appreciated man :D
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Re: All-Purpose Request Thread (Take 3)

Post by skelltor »

i have two hex editing requsts can somone please hex edit the darktroope jetpack onto the atat pilot and can somone hexedit the ep3jetpack onto the ep2 clone pilot(the yellow one thats also in bf1 thanks skelltor.
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

skelltor wrote:i have two hex editing requsts can somone please hex edit the darktroope jetpack onto the atat pilot and can somone hexedit the ep3jetpack onto the ep2 clone pilot(the yellow one thats also in bf1 thanks skelltor.
you tried reading my tuto ;) ?
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