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.
(Anonymous) wrote:I've been working on this for my secret map :
Hidden/Spoiler:
P.S. Would someone be willing to convert this into a msh if I upload it as a kmz? Help would be appreciated!
Unless you redo the circles with less sides, it'll have to be several meshes.
Also, make sure all surfaces are white when you look at it on monochrome.
its a small section of a 200x200 m grid square. I'll have hundreds of these squares set up in places, instead of terrain. It will go over the flat plain that is the planet model, which includes the atmosphere, which will contain scrolling no collision models of clouds. Space is above that. Each EMG will be rendered only at a certain distance in order to keep lag down.
Edit: Now that I think of it, you don't have the latest version of Sketchup (I saw Bryce instead of Sang). You need Sketchup 7.1. Just dl it from the site, and open your model in there. You can also export in .dae format and import that into XSI .
Term I use to describe the unique terrain feature in the mod I am working on. It is basically a giant 200x200 square with props and terrain and buildings on it, in one model. You put together these EMG squares like a jigsaw puzzle.
1) With EMG's, terrain is not sufficient enough to cover the large area of the planet, actual size. So, we use a model instead, a bunch of big .msh's. This way, the map can be made a lot larger. I make a large amount of variants for each terrain square for each planet. Each square is roughly the size of the stock Mos Eisely map anyway. There is just enough detail in it to have FPS action inside, while still having atmospheric and space battles taking place in the same map. This detail level will also be shared by capital ship's interiors. Therefore, you usually never explore the entire map in one playthrough, even though it won't be a ghost-town, only because you only need to go to certain locations. How you get there is up to you. City terrain like Coruscant and Corellia will be done somewhat differently, with a lot of it being interior structures.
2) Actually, you can dl XSI too while you are at it. Otherwise, I'm sure someone will come along to do it for you. I currently am not using the full version of XSI, so I can't help you (I think).
Nice model anyway.
Eaol wrote:1) With EMG's, terrain is not sufficient enough to cover the large area of the planet, actual size. So, we use a model instead, a bunch of big .msh's. This way, the map can be made a lot larger. I make a large amount of variants for each terrain square for each planet. Each square is roughly the size of the stock Mos Eisely map anyway. There is just enough detail in it to have FPS action inside, while still having atmospheric and space battles taking place in the same map. This detail level will also be shared by capital ship's interiors. Therefore, you usually never explore the entire map in one playthrough, even though it won't be a ghost-town, only because you only need to go to certain locations. How you get there is up to you. City terrain like Coruscant and Corellia will be done somewhat differently, with a lot of it being interior structures.
Sounds like a great idea. Have you released any maps with this before?