Page 1 of 2
SWBF2 project files for SWBF3 Coruscant layout
Posted: Fri Mar 11, 2016 6:11 pm
by AceMastermind
These are the SWBF2 project files I used for the SWBF3 Coruscant exploration map I released
here:
http://www.mediafire.com/download/7r5ie ... ata_CRS.7z
When this project is munged it looks like what you see in this video thanks to thelegend:
https://www.youtube.com/watch?v=BgzwzNxQFrQ
The map objects used here are from the novodex.rax file in the SWBF3 assets.
assets\bf\ob_xb_v184\bg\cor\cor_bg
Enjoy!
EDIT (3-14-2016)
I converted the 108 *.x2t textures that go with this map:
http://www.mediafire.com/download/1a7a3 ... extures.7z
In the archive you will find diffuse, specular, green normal maps and what looks to be some light maps.
To convert the green normal maps to regular blue ones just copy the alpha channel into the red channel and paint the blue channel white then delete the alpha channel. You can create a new action in Photoshop to automate this task.
Video reference for the actual map provided by BananaSwag:
https://www.youtube.com/watch?v=zJQViUir2Hw
https://www.youtube.com/watch?v=plCoReX0I0E
EDIT (4-7-2016)
SWBF3 command post object:
http://www.mediafire.com/download/65znr ... nd_post.7z
SWBF3 FX-7 and GNK droid:
http://www.mediafire.com/download/wr77t ... x7_gonk.7z
EDIT (4-14-2016)
SWBF3 cor_outside ob.rax textures
http://www.mediafire.com/download/yqus7 ... outside.7z
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Fri Mar 11, 2016 7:31 pm
by giftheck
Cool! Thanks for sharing!
BTW, I wonder how many other maps are stored this way. Maybe Bespin seeing as that's not a land geometry-based map.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Fri Mar 11, 2016 7:36 pm
by DylanRocket
I think Cato Neimoidia might be stored like that and possibly Death Star 2 as they also do not have terrain. I've also read that the actual map file for the Desolation Station can actually be opened while only the collision objects will load correctly for the other maps.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 6:43 am
by TheMastermindOfMaom
When I tried to convert this to OBJ it was just a box. How do I convert the entire map?
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 6:54 am
by giftheck
TheMastermindOfMaom wrote:When I tried to convert this to OBJ it was just a box. How do I convert the entire map?
The map is broken up into 8 objects plus the cube object (which I assume is meant to act as collision
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 7:35 am
by thelegend
The cube was most probably meant to be a placeholder to place this object into zeroEditor without causing it to crash due to its...42.000 tris!! Oh my..this is..defenitely a lot of work. Right now I am splitting the first mesh into .msh parts..which then have to be split again for easier texturing. This will take some time.
And thank you very much, Ace, for sharing these assets. I am really happy to have these.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 7:57 am
by AceMastermind
Yeah the cube is just a substitute for the lowrez in each object so the models could be placed in ZE without crashing it.
Here are the old videos of gameplay in the actual map, for reference:
https://www.youtube.com/watch?v=zJQViUir2Hw
https://www.youtube.com/watch?v=plCoReX0I0E
I would love to convert the real in-game model for this map but the ob.rax file is 26.5 MB and will not import in Unwrap3d.
I counted 108 unique texture names listed in that ob.rax file, I may try to gather them and share those too.
EDIT
Notes about scaling from SWBF3 to SWBF2:
Importing the SWBF3 ep3 trooper in U3D at the plugin default scale setting of 10.0 and exporting it to XSI meant I had to scale it down to .107 to equal the scale of the unit template trooper. I scaled these Coruscant map objects down to .1057 to match video reference.
If you import the SWBF3 ep3 trooper in U3D with a plugin scale setting of 1.078 it will match the scale of the unit template trooper in XSI and require no scaling, you could also export as fbx and import in XSI and save the weights in a preset to speed up the exporting of characters.
The scaling doesn't appear consistent with different object types, the FX-7 droid looks a bit too tall with a plugin scale setting of 1.078
It seems the U3D plugin will not allow for scaling below 1.0
The turrets imported in U3D at 1.0 scale and imported in XSI and scaled down further to .909 looks pretyy good to me.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 8:24 am
by Ginev
Ace if you can try convert and Death Star 2 that will be amazing.I can only view the model in Unwrap 3d.Sadly i can't convert it on my own

Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 9:19 am
by giftheck
If you want to make objects from this you'll have to split it up into individual objects. ATM, though, I can't find the textures for this map to make the attempt.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 9:52 am
by TheMastermindOfMaom
If anyone actually converts it to .obj,please PM it. It would help a lot.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 9:57 am
by giftheck
TheMastermindOfMaom wrote:If anyone actually converts it to .obj,please PM it. It would help a lot.
I've just done a quick conversion by exporting from Mod Tool to OBJ.
https://www.mediafire.com/?l9a29b326iu9bof
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 10:18 am
by TheMastermindOfMaom
Thanks a lot,we will add you in the credits list.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 12:54 pm
by AceMastermind
I added a link to the first post for the Coruscant textures converted from *.x2t to *.dds
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 3:40 pm
by TheMastermindOfMaom
The other 2?
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sat Mar 12, 2016 4:47 pm
by Teancum
TheMastermindOfMaom wrote:The other 2?
Not to worry, you'll have plenty of time to wait on the other two while trying to figuring out where the other 106 go.

Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Sun Mar 13, 2016 4:10 am
by TheMastermindOfMaom
http://www.moddb.com/games/star-warsgal ... 2#imagebox
Here's some pics of what we got right now,gave proper credit.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Thu Apr 07, 2016 9:47 am
by AceMastermind
Added a link in the first post for the converted SWBF3 command post object.
Imported in U3D with a plugin scale setting of 1.078, so it should be the correct size for SWBF1/2.
I left it as obj so you can set it up to work however you want in XSI.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Thu Apr 07, 2016 10:09 am
by thelegend
AceMastermind wrote:Added a link in the first post for the converted SWBF3 command post object.
Imported in U3D with a plugin scale setting of 1.078, so it should be the correct size for SWBF1/2.
I left it as obj so you can set it up to work however you want in XSI.
Wow thanks!
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Fri Apr 08, 2016 12:16 am
by AceMastermind
Added a link to the first post for the SWBF3 FX-7 and GNK droid if you want to replace the SWBF2 health and ammo droids.
Imported in U3D with a plugin scale setting of 1.078, so they should be the correct size for SWBF1/2.
I left them as obj so you can set them up to work however you want in XSI.
EDIT
Star Wars wikia says the FX-7 droid is 1.7 meters tall:
http://starwars.wikia.com/wiki/FX-7_med ... tant_droid
This seems kinda short to me, even the SWBF2 version is taller than clone troopers.
Scale it down again in XSI to .9362 to make around the same scale as the SWBF2 version.
Re: SWBF2 project files for SWBF3 Coruscant layout
Posted: Fri Apr 08, 2016 6:51 am
by thelegend
Thank you so much for sharing these assets, Ace. I already implemented the new comand post model and played around with some values:
http://s18.postimg.org/on0b0tru1/Screenshot1.png