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Trouble with my Millenium Falcon Mod

Posted: Tue Apr 01, 2008 7:44 pm
by PoRCH WooKIE
OK so i used the millenium falcon msh and tga files from Hoth assets, but you can see where the floor is supposed to be. is there any way to get rid of this? could i do it with xsi?

I made this video to demonstrate
http://www.youtube.com/watch?v=d7mfkjVFEr4

I hope you can help. It would be nice to have a good working millenium falcon to use for us BF1 modders... without having to modeling it from scratch.

Good Gaming and Happy hunting

Re: Trouble with my millenium falcon

Posted: Tue Apr 01, 2008 8:29 pm
by AceMastermind
Heh, I remember asking Tean about this a couple of years ago.
That black square is actually the Falcons shadow, it's a grid with a texture applied to it that has transparency, the texture is named:
hoth_mfalcon_shadow.tga

You can make the shadow completely transparent by opening this texture in Photoshop and switching to the alpha channel and painting it completely black.

Re: Trouble with my millenium falcon

Posted: Tue Apr 01, 2008 8:33 pm
by PoRCH WooKIE
wow! sweet i will try that. Thanks a bunch. :D



****edit - add on*****
yeah it worked thanks. I thought if i left the shadow tga out the shadow would be gone, but it made a big black square instead, i put the shadow tga back in and made the shadow clear ...that did it. thx again :bowdown:

Re: Trouble with my millenium falcon

Posted: Wed Apr 02, 2008 9:02 pm
by PoRCH WooKIE
I decided to go with the K-wing engine because i wanted to be able to have a few units in the falcon at a time, and i liked the K-wing since it has a co-pilot and 2 turret positions. So I am adjusting the camera angles on the turrets to make it look like one is shooting from top turret and the other from the bottom, like the real deal. That part of the project is going good. I also went with the K-wing because with a few adjustments on the maneuverability, and the movements, it now seem to move a lot like the millenium falcon.

Ok, I here is my next question about my millenium falcon project.

My Issue now is with the thrusters. Is there a way to adjust where they appear on the model? can i do it by adjusting these settings?
****THIS IS FOR THE ONE ON THE LEFT****
ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "3.1069 -0.0345 -8.9494"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.85"

****THIS IS FOR THE ONE IN THE CENTER****
ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-3.1069 -0.0345 -8.9494"
ThrustEffectMinScale = "0.95"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.85"

****THIS IS FOR THE ONE ON THE RIGHT****
ThrustEffect = "exhaust_kwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0.0 2.5442 -8.815"
ThrustEffectMinScale = "0.65"
ThrustEffectMaxScale = "0.9"
ThrustEffectScaleStart = "0.55"


******THIS is what it looks like currently******

I want the thrusters to appear all in line (like this [o o o]). I know thats not how they look on the real falcon but its better than nothing.

I could just comment (//) them out; so there would be no thrusters at all, but that would look kind of cheap.

I was also thinking of just taking out the thrusters and photoshoping some whitish blue in the back of the falcon where the thrusters should go.

ANY one know if i can move the thrusters on the model. Or just have any suggestions on what i should do.

Re: Trouble with my millenium falcon

Posted: Wed Apr 02, 2008 10:42 pm
by Teancum
That's sortof where I quit. Basically you'll have to create a big long effect that covers the whole of the back of the ship.

Re: Trouble with my millenium falcon

Posted: Wed Apr 02, 2008 11:00 pm
by Maveritchell
Your ThrustAttachOffset is what determines where the thrust effects are. By tweaking those (you'll just have to do a bunch of check-and-fixes) you can get them where you want.

I may look into creating an engine effect specifically for that model, I'll get back to you if I get it to work.

Re: Trouble with my millenium falcon

Posted: Thu Apr 03, 2008 12:50 am
by PoRCH WooKIE
nice... moving the thrusters worked :bowdown:. And i finally know what direction each number changes on offsets and pitches and stuff, after much trial and error. I tried to add more thrusters and put them closer together, but 4 is all it allowed me to add. 1 more on each end would have been perfect... maybe not. I think it worked out nicely either way.
Since i took the screenies, I made the 4 thrusters a little bigger, and put them closer to the back of the falcon, so they are not glowing through the rear top and bottom. But this gives you an idea of what it looks like with full throttle on, and the second with throttle down.

Image
Image

I just want to finish weapons modifications, probably on the weekend. and it should be done. I might make a cockpit out of the tie fight cockpit also. we'll see. I doubt i will go as far as to make cockpit view for all 3 other positions.





---------===========******QUESTION*******===========------------
can i change the color of the thrusters? where is that located? in the zafbin? would hex editing let me do it?

Re: Trouble with my millenium falcon

Posted: Thu Apr 03, 2008 10:46 am
by PoRCH WooKIE
Maveritchell wrote:Your ThrustAttachOffset is what determines where the thrust effects are. By tweaking those (you'll just have to do a bunch of check-and-fixes) you can get them where you want.

I may look into creating an engine effect specifically for that model, I'll get back to you if I get it to work.
That would be awesome!!! As it is now, it just an illusion. From various angles you can clearly see that there is a few round thrusters and not a strip style thruster.

Re: Trouble with my Millenium Falcon Mod

Posted: Fri Apr 04, 2008 2:54 pm
by PoRCH WooKIE
[BETA] MILLENIUM FALCON MOD - Test Drive Map
MAde By: PoRCH WooKIE
Big Thanks to PsychoFred and www.secretsociety.com for the kwing, which I used for the falcon.
and a big thanks for all the help to gametoast

To install:
Put MF folder in your Add On folder (default location - C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn)

---------------------------------------------------------------------------------------------------------------------------------------------------

This is just a test drive for people to test and make suggestions on the Millenium Falcon mod i am working on for the community.
THIS IS A BLANK MAP - Pick rebels to spawn by Millenium Falcon - I will be putting the Falcon in my Hoth map and a few other on the way. But for now This allows you to try it out.

***There is still lots of bugs to work out***
A ) top gunner – the highest the model would allow me to place that camera is in the middle of the falcon 0_o, so for now, use first person view, or you will be looking out from inside the model (its kind of funny). The only other thing I can think of is to put that gun at the tail, or remove it all together. THE FINAL TURRET/CAMERA PLACEMENT WILL BE SOMEWHERE SO YOU WONT BE ABLE TO SEE INSIDE THE MODEL. suggestions are welcome)

b ) 1st person view from cockpit uses tiefighter view. I am going to try and make some minor changes to that (so the xwing isn’t on the dash, and more falcon looking controls) i liked it because the windows are similar. I wont be trying to model one from scratch any time soon
c) No 1st person view for co-pilot and roof gunner

d ) Map icon, and in-game icon (on health bar) needs to be changed.

***AWESOMENESS***
-super slow 'low' speed for fly by slaughter + scoped laser cannons for uber far attack approaches = uber pwnage millenium flacon style :D
-co-pilot has bombing capabilities, and hailfire missiles that will lock on heat targets including units
-fast and maneuverable
-belly gunner pwns

****DOWNLOAD TEST DRIVE MAP HERE***
http://files.filefront.com/Beta+Falcon+ ... einfo.html


---------------------------------------------------------------------------------------------------------------------------------------------------

******MODDERS DOWNLOAD ASSETS HERE****** If you want to tweak it yourself (don't for get to give credits) :D
http://files.filefront.com/Beta+Milleni ... einfo.html

I am not putting it in assets because it isn't finished - suggestions are encouraged

Re: Trouble with my Millenium Falcon Mod

Posted: Fri Apr 04, 2008 3:11 pm
by Teancum
For the gunners, you could always force first person view with ForceMode

Re: Trouble with my Millenium Falcon Mod

Posted: Sun Apr 06, 2008 1:56 pm
by Maveritchell
Here's that MF exhaust I said I'd work on. It's nothing special, but it'll work better than what you have there.

http://files.filefront.com/falconexhaus ... einfo.html

Make sure you add the following lines into your .odf (yes, it's tripled on purpose):

Code: Select all

ThrustEffect            = "com_sfx_exhaust_falcon2"
ThrustAttachPoint       = "dummyroot"
ThrustAttachOffset      = "0 1.55 -9.6"
ThrustEffectMinScale    = "0.95"
ThrustEffectMaxScale    = "1.5"
ThrustEffectScaleStart  = "0.85"

ThrustEffect            = "com_sfx_exhaust_falcon2"
ThrustAttachPoint       = "dummyroot"
ThrustAttachOffset      = "0 1.55 -9.6"
ThrustEffectMinScale    = "0.95"
ThrustEffectMaxScale    = "1.5"
ThrustEffectScaleStart  = "0.85"

ThrustEffect            = "com_sfx_exhaust_falcon2"
ThrustAttachPoint       = "dummyroot"
ThrustAttachOffset      = "0 1.55 -9.6"
ThrustEffectMinScale    = "0.95"
ThrustEffectMaxScale    = "1.5"
ThrustEffectScaleStart  = "0.85"

Re: Trouble with my Millenium Falcon Mod

Posted: Sun Apr 06, 2008 4:39 pm
by PoRCH WooKIE
Sweet!!! Thanks, I will try this out asap.

Re: Trouble with my Millenium Falcon Mod

Posted: Sun Apr 06, 2008 4:44 pm
by Maveritchell
You might also try contacting AceMastermind, he has a touched-up version of the Millennium Falcon model that looks a lot better (and works better, vehiclewise) than just the prop Falcon.