Beta Commando Unit Released!

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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Teancum
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Re: W.I.P. Delta 38

Post by Teancum »

Vyse wrote:This is a really quick Clone Commando Mesh I threw together. It's a lot bulkier and beefed up compared to the regualr Clone Trooper. It needs skinning work but like I said its a really quick WIP and I am going to try to add a jet pack, but I don't know if I will have to envolope it if I merge a mesh to it. Anyways, any suggestions?
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RE: Re: W.I.P. Delta 38

Post by Bobafett16 »

o.O Nice work Vyse :D he looks really cool, keep up the GREAT work :shock: :D
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RE: Re: W.I.P. Delta 38

Post by Qdin »

Nicely done, Vyse :P

I assume you can tell us in easy understandable english how to do in short steps? (just tell what buttons you pressed and what you selected etc. then we can figure it out easier all by ourselves - that would be on the The Greatest List :P )

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RE: Re: W.I.P. Delta 38

Post by minilogoguy18 »

its really easy, i explained it to him in 2 senetences, rig your model to the skeleton and replace override_texture with your model in the hierarchy then export, thats it.
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Re: RE: Re: W.I.P. Delta 38

Post by Vyse »

Qdin wrote:Nicely done, Vyse :P

I assume you can tell us in easy understandable english how to do in short steps? (just tell what buttons you pressed and what you selected etc. then we can figure it out easier all by ourselves - that would be on the The Greatest List :P )

- Qdin
Have you downloaded the Unit Template beta and read the Read Me. I am sure you understand XSI better than me. (I've only had it for 4 days) The read me is hard to understand yes, I would say its not in english either but it tells you exactly what to do. I still don't understand it fully.... I just got thrown off again a little by what minilogo just posted.

>its really easy, i explained it to him in 2 senetences, rig your model to the skeleton and replace override_texture with your model in the hierarchy then export, thats it.

I rig the model CHECK, replace override_texture with your model in the hierachy..?

Do you mean that after I envolope it I have to move the bone_root under my mesh? Or are you saying replace the polymesh under override_texture with my poly mesh?

I was just going to envolpe my mesh and then fix the weights then export?

EDIT:
I am sorry, I just read your post again Minilogo.
I think what you were saying was that you remove there mesh of the trooper and just put yours in under the dummyroot and envolope then export.
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Post by Lord-Bandu »

Vyse wrote:
Lord-Bandu wrote:"Back of the net" - Alan Partridge

......What? I don't get it? :?

Explain please :cry:

Your not from the UK so you probably wont get it :P

Im basically saying 'good job' :)
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Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. Delta

Post by Vyse »

Lord-Bandu wrote:
Vyse wrote:
Lord-Bandu wrote:"Back of the net" - Alan Partridge

......What? I don't get it? :?

Explain please :cry:

Your not from the UK so you probably wont get it :P

Im basically saying 'good job' :)
lol *tries to think of US way to say thank you*

Can't think of a quote besides thanks! :wink:
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RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. D

Post by minilogoguy18 »

what i mean is delete override_texture and place your model under dummyroot and put bone_root under your model "replacing" override_texture in teh hierarchy.
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RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.P. D

Post by Teancum »

So should we merge all parts of a mesh before importing into XSI, or do we place each mesh (I.E. a hand) in the heirarchy as well?
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Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: W.I.

Post by Vyse »

Teancum wrote:So should we merge all parts of a mesh before importing into XSI, or do we place each mesh (I.E. a hand) in the heirarchy as well?
You could bring in each part seperate but then you will have to envolope each part seperatly... Although I am not sure how it would work becuase minilogo just said the bone_root have to be under your mesh....

So I guess your mesh has to be merged..?
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Post by Teancum »

crap... Well that shoots the idea of converting any models since I can't UV map
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Post by -_- »

:shock: I'm shocked. It looks great! Cant wait to see a better version :D
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Post by Vyse »

New info/screens on front post! :wink:
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Post by -_- »

even more :shock: ! This is great! One thing I would say is... isnt the commando's face a little bit more flat? *instead of caving in like phase 1 clone troopers*
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Post by Vyse »

-_- wrote:even more :shock: ! This is great! One thing I would say is... isnt the commando's face a little bit more flat? *instead of caving in like phase 1 clone troopers*
Not quite sure what your saying... but I have pulled it out a lot from the phase 1 clone trooper...
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Post by Vyse »

Just had a idea. Does anyone know if its possible to add a HUD to units like space ships had in SWBF1. If anyone has any info on how to setup the model in XSI (nulls and stuff like that) Please give a link!

That way we could have a full Clone Commando helmet interior!!
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Post by Qdin »

what?

what are you saying?
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Post by Vyse »

Qdin wrote:what?

what are you saying?
See how you can see the inside of the helmet from FPV. Thats what I mean! :wink:

Image
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Post by Qdin »

ahh

Maybe - I'm still experimenting with it, though
Bobafett16

Post by Bobafett16 »

Qdin wrote:ahh

Maybe - I'm still experimenting with it, though
That makes two of us "experimenting" :P
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