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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lieutenantcoda
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by lieutenantcoda » Wed Jun 20, 2007 12:14 am
isnt there an r41 starchaser in the conversion pack
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by Maveritchell » Wed Jun 20, 2007 12:46 am
lieutenantcoda wrote: isnt there an r41 starchaser in the conversion pack
Nope. There's a K-Wing, but that's different.
Ipodzanyman
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by Ipodzanyman » Wed Jun 20, 2007 1:02 am
Actually I think there is....... On the one map that used to be one of the BF1 bounty hunter maps.....
lieutenantcoda
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by lieutenantcoda » Wed Jun 20, 2007 1:55 am
you can find it in the ord ibanna conversion pack map
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by Maveritchell » Wed Jun 20, 2007 5:17 pm
lieutenantcoda wrote: you can find it in the ord ibanna conversion pack map
Whoops. Shoulda looked at the side thread before I said that. You got me.
EDIT:
I'm pretty sure there's no T-Wing in the pack, though, right?
T-Wing:
Ipodzanyman
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by Ipodzanyman » Thu Jun 21, 2007 12:56 am
That would be sweet with the bending cloth physics
lieutenantcoda
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by lieutenantcoda » Thu Jun 21, 2007 3:32 am
the t-wing is not in the pack. good job(i mean the model)
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by Rekubot » Thu Jun 21, 2007 3:56 am
Wow Ace, that's amazing. I don't even think the cloth physics need to work for it to look cool, it will be awesome anyway.
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by The_Emperor » Thu Jun 21, 2007 11:46 am
Yeah
If it'll work, it'll look great
If it doens't work, it'll still look great
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by Ipodzanyman » Thu Jun 21, 2007 8:31 pm
I'm working on a sniper rifle
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by Taivyx » Thu Jun 21, 2007 8:36 pm
It looks too long, even for a sniper rifle.
Can you imagine carrying that thing around?
Unless it's gonna be like a turret-based sniper rifle.
If it's a human-carried thing, you'd require a prone animation, which SWBF2 doesn't have (for some unspeakable reason).
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by Ipodzanyman » Thu Jun 21, 2007 8:47 pm
It was designed for a turret position (prone) when I drew it on paper........ I wasn't thinking at first to put it in BF2 anyway, but I might.....
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by Taivyx » Thu Jun 21, 2007 8:56 pm
Wow, I'm good at guessing.
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by Ipodzanyman » Thu Jun 21, 2007 9:28 pm
well, look at the front of the sniper rifle, it has "stilts"
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by Maveritchell » Thu Jun 21, 2007 9:30 pm
You definitely, design-wise, need to shorten that. Physically, it needs to be shortened too, since it's about the length of 5 X-wings in a row. It should probably be only about 1.5 gridsquares long. Also, on the end of your cylinders, you should delete the unnecessary edges.
Other than that, it's not too bad.
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by Ipodzanyman » Thu Jun 21, 2007 9:37 pm
Is there something I can use for refrence for size when making a model in XSI?
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by Caleb1117 » Thu Jun 21, 2007 9:48 pm
well for SWBF2 I think its:
A cube, size 1, then double its hight.
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by Maveritchell » Fri Jun 22, 2007 12:09 am
Each cube is, give or take, one m^2. Figuring units are about 2 meters tall, like the above said, two cubes is unit-height.