WIP: Swoop Bike

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.

Moderator: Moderators

Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

WIP: Swoop Bike

Post by Penguin »

I've decided to make a swoop bike ((the swoop bikes from KOTOR))

and this is what i have at the moment :p
-snip-


PS: ignore the cockpit, i'm going to redo that part, i screwed it up
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: WIP: Swoop Bike

Post by minilogoguy18 »

not bad, but why is it flat shaded?
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: WIP: Swoop Bike

Post by Penguin »

my bad about that, i had the headlights option really bright

PS: thanks
DeathRow
Master Bounty Hunter
Master Bounty Hunter
Posts: 1561
Joined: Fri Feb 24, 2006 5:55 am
Projects :: None.
Games I'm Playing :: Life
xbox live or psn: No gamertag set
Location: Aussieland.

RE: WIP: Swoop Bike

Post by DeathRow »

Looks really exciting Penguin. Nice work :wink:
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

RE: WIP: Swoop Bike

Post by Penguin »

i need help, i've been tying to texture it for 3 hours now, i can texture one wing fine, but when i go to texture the other wing the texture gets put on upside down >.< ((textures thats ment to be on the top of the swoop appears on the bottom of it, etc))

is this becouse i made one wing then copied it and then just flipped it and move it to the other side?
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

RE: WIP: Swoop Bike

Post by minilogoguy18 »

yeah most likely, you should freeze all geometry before UV mapping and also freeze the transforms.
firestrike

Post by firestrike »

very good job penguin
User avatar
PR-0927
Old School Staff
Posts: 844
Joined: Fri Dec 31, 2004 9:15 pm
Location: Kent, OH, U.S.A.

Post by PR-0927 »

Great job, Penguin, I was beginning to wonder what happened to you.

;)

- Majin Revan
JabbaLovesLava
Sith
Sith
Posts: 1396
Joined: Tue Jun 07, 2005 11:50 am

Post by JabbaLovesLava »

Cool, I made one of those a long time ago, not the same swoop bike, but KOTOR swoop. However i never got around to making a texture for it :?

Here is my final result...
Image

PS: Penguib, if you mind about me posting my picture model here just PM and I'll delete it.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

i'm thinkign i'm going to restart it when i have time, some how i mad eit really annoying to texture and stuff >.<
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

okay, ive remade the model completly and diddn;t copy anything so the textures will be fine, took me a tottal of 5 hours o.o

i just spent the last hour trying to texture it but at the moment its annoying me, hopefully i'll have it finished and ingame within about 4 days :p then i'll make a quick map with it in it and release the map and the model :p
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

update: put all the textures on, their a bit dodgy but its the best i could do, i created the lowrez model and the collision placed all the nulls, exported it ((just downloaded the 5.0 trial, :p)) but theres one problem, a command post is the size of its cockpit, lol,
User avatar
minilogoguy18
Master Bounty Hunter
Master Bounty Hunter
Posts: 1512
Joined: Wed Nov 09, 2005 11:12 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by minilogoguy18 »

yeah, always use another model for scaling reference. :P
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

lol, its back no scale :p but now i have a few ingame problems, the collision is all screwed up, theres a big invisible box going around the whole vehicle that gets annoying

also when ever you run over people they get hit by the messed up collision and die, lol.

i just copied the swoop bike polymesh and renamed it colloision and then in the odf put this in
OrdnanceCollision = "collision"
SoldierCollision = "collision"
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

You have to be careful with hovers. AddBodySpring (in the odf) does some crazy stuff with creating bounding boxes. Try tweaking the values. Also, check your .option file for the mesh. If -nocollision is there, take it out, if it isn't put it in.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

hmmm, added -nocollision to the option file, diddn't work, removed the bodysprings and that hasn't worked >.<


but on the good side, becouse its a hover, the engines don't work, so i just made the engines damage hps with the engine effect and to start at 100% health, but the cool thing with this is one of the engines will always be on but the other engine will turn off and replaced by smoke when the vehicle is heavily damaged

but the down side is that the vehicle will have the engine effects even if no one is in it


EDIT: does scaling the vehicle affect the collision? becouse when i rescaled it it was to big, so i just put in -scale 0.42 into the .msh.option
pinioncorp

Post by pinioncorp »

_____________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


That be your problem, Pen. Re-export it for better results.

_____________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

hmmm, what ever i do, i can't fix the collision, i think i might have done something with the model but i really don't know what to do
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

Did you re-export the model as a bigger model from XSI? I think Pinioncorp's probably right.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Post by Penguin »

yeah, the model is the right size, i'll add the vehicle in as a prop to see if the collision is still screwed
Post Reply