ARC-195, Battlefield 2, and other models!

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Murdocr

Post by Murdocr »

if you would like i will export the models for you as i have xsi 5 advanced :) it would save you folloing that scarey looking tutorial above

EDIT: PM me if you want me to export
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Post by Moving_Target »

I made some new models since yesterday so here they are. I took the Mini way of screenshots and the one's i did previously.

ATV:
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Ummm... i don't know what it is called but if you still have your battlefront 1 manual thing turn to page 2 and 3 and you can see it there.

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Now this isn't much but i made the Manta droid subfighter...

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Thank you everyone!

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Kyross

Post by Kyross »

Loleth!I doth find thine first model amusing. What be-eth its poly count?
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Post by Moving_Target »

If im reading from the right area...which i don't think is right....

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Then there are...

The ATV: 28 (Triangles: 1796

The Hovercraft:26 (Triangles: 1202)

The Manta droid subfighter:5 (Triangles: 528)

The ARC-195: 31 (Triangles: 2156)

The pirate ship: 93 (Triangles: 3408)

Here's the unoffical L-wing!

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Poly: 11 (Triangles: 744)
Kyross

Post by Kyross »

Triangles are the poly count. A vehicle shouldn't have more than 2000 polys, so for the most part you're good. The arc195 should be easy to push down, the pirte shipis not imposible(worst case scenario I made one go from 5500 polys to 1700). You can use the U hotkay for surface select and delete polies that are not shown/buried beneath others. You can also reduce the number of segments on cylinders, although changing the number of segments on an object tends to make subtle size changes.
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minilogoguy18
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Post by minilogoguy18 »

also you dont have to stretch your other views outta sight to maximize the user view, all you have to do is click that lil square near where it says shaded or wireframe or whatever and it maximizes that view then you can go back to what you had it at before.
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Post by JabbaLovesLava »

Kyross wrote:Triangles are the poly count.
That's not true... triangles arent poly count.
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Post by t551 »

Well, they're what matters... Even if poly count is pretty low, the game and renderer only care about triangles, so keeping polycount low won't necessarily mean that the model will use less memory. If you only have 4 1000-sided polygons, then the polygon count will say 4, but the game will actually be rendering many more triangles.
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Post by minilogoguy18 »

the game doesnt count triangles, no game does, it counts the vertices.

FYI: poly = multi-sided, everything is a polygon >_>
i think quads is the prefix your lookin for since thats what XSI and most high end programs draw by default but the program automatically computes the triangles by counting the vertices. also, all compiled game content no matter what is triangulated, even if you force it to export everything as quads it either doesnt accept it or converts it automatically. heres also a better way to see your scene info, click on the user/camera view and hit shift+S and go into the stats tab and its like halfway down the page where you can enable the triangle counter and the object counter. also you should go into the display options for all cameras and go to the bottom of that page and turn on the headlight to get rid of those annoying shadows all over your model.
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Post by Moving_Target »

Here is the ARC gun! I believe it can be seen in Star Wars Clone Wars ch. 3. Also if you have the action figure of the ARC. It's original color is black but if you render it that way no one can see it.

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Poly mshs: 39
Triangles: 2156

Thanks to Murdocr he pointed out that some of my objects are pointing the wrong way. (Not pointing towards the Z-axis) Does anyone know a way to just shift the grid to make it face the Z-axis? Or an easier way instead of rotating every single piece? Thanks!
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Post by t551 »

Convert it to one polymesh, under get=> polymesh=> merge (save your scene first). In the popup box, turn the tolerance down to 0, and click the button that says delete inputs. The gun will now be one object, which you can edit by pressing t to enter vertex edit mode.
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Post by Moving_Target »

Thanks t551t551!

Here's a few more models i made...
M11-87 from Battlefield 2...

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and the M24 also from Battlefield 2...

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Opinions welcomed...

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Post by Karnage »

Are you gonna release these models in a Map, Mod, or to the public?
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Post by Moving_Target »

I plan to. First a mod/map then 4 public use, but don't expect anything soon. And thakns to Murdocr i/we can release them in odf and msh formate.
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Post by Karnage »

Sweet! Sounds good, can't wait.
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Post by Moving_Target »

Hey guys jsut a small update! the USA APC from battlefield 2.... a work in progress....

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-_-
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Post by -_- »

I see a battlefield 2 mod coming :P
sawyerdk9

Post by sawyerdk9 »

That would be funny. People leaving SWBF2 to work on a StarWars mod for Battlefield and people leaving Battlefield 2 to work on a BF2 mod for SWBF2 . WOW

The models look great. How long have you been working with XSI for?
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Post by Moving_Target »

Thanks guys!!! lol sawyerdk9.
-_- saw striaght through me. I'm going to try and make the..... Wait i'm not going to tell you guys yet. But it is a map from Battlefield 2. The Vanilla version.
hmmmmm...how long have i been working with XSI for? hmmm...exactly 8+3 = 11...so 11 days. Amazing.
Kyross

Post by Kyross »

You've made a lot in 11 days. But how much SLEEP have you gotten in that time?
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