Custom Reticules

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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trainmaster611
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Custom Reticules

Post by trainmaster611 »

I've made a custom reticule in XSI using a circle and the reticule textures found in the data_\Common\interface folder.

My question is, besides a dummyroot, are there any other necessary steps I would have to take in XSI before exporting to make the reticule function properly ingame? And will meshex do for exporting it to .msh?
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Maveritchell
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Re: Custom Reticules

Post by Maveritchell »

I doubt it. Most of the HUD meshes are just flat meshes. I would make sure that your orientation is correct (and you can also check to confirm that there's nothing else you have to do) by opening up one of the stock reticule meshes in Unwrap 3D.
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trainmaster611
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Re: Custom Reticules

Post by trainmaster611 »

Ok cool, I had done that already. But I noticed when I applied the texture in XSI, it didn't show as transparent -- it had a blue background instead (the transparent region of the texture is tinted every so slightly blue). I enabled AlphaChannel but the background turns black. Does that mean it's working and the black is an indication that it was applied or I've done something wrong?
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Maveritchell
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Re: Custom Reticules

Post by Maveritchell »

trainmaster611 wrote:Ok cool, I had done that already. But I noticed when I applied the texture in XSI, it didn't show as transparent -- it had a blue background instead (the transparent region of the texture is tinted every so slightly blue). I enabled AlphaChannel but the background turns black. Does that mean it's working and the black is an indication that it was applied or I've done something wrong?
Yes, it is probably fine. The textured decal mode in XSI doesn't render transparency.
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trainmaster611
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Re: Custom Reticules

Post by trainmaster611 »

Thanks Mav! Works like a charm! :)

Btw, a reference to anyone who tries this in the future, remember to hexedit the msh to enable transparency, otherwise the blue background will show up.

Working reticules (except I didn't remove the reticule outline msh):
Hidden/Spoiler:
Image

Image

Image
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AceMastermind
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Re: Custom Reticules

Post by AceMastermind »

...The textured decal mode in XSI doesn't render transparency.
It does, you just need to make adjustments to the material:
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Increase any RGB value for Color in the Mix color section to anything higher than pure black(.004 or higher works)
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