Page 135 of 154

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 26, 2016 4:57 am
by AceMastermind
MrMew wrote:Seriously? No one has any plain rectangular platforms?
What if someone exported a 2d plane for you that was the wrong size, or untextured, or rotated wrong, or was supposed to be 3d instead? :)
You have a much better chance of not only getting what you request, but getting it done right the first time when you provide details about it.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 26, 2016 5:00 am
by giftheck
Can somebody convert "end_bldg_bunker_corridor.msh" into obj format for me, please? It seems whenever I try to do it, Mod Tool crashes.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 26, 2016 5:43 am
by AceMastermind

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 26, 2016 5:52 am
by giftheck
Much obliged, thank you!

EDIT: Is there a seismic charge effect out there? It doesn't neccesarily need the shockwave, but the explosion itself is something I would like.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Thu Apr 28, 2016 3:10 am
by MrMew
What if someone exported a 2d plane for you that was the wrong size, or untextured, or rotated wrong, or was supposed to be 3d instead? :)
You have a much better chance of not only getting what you request, but getting it done right the first time when you provide details about it.
Sorry for the lack of info. A plain metallic texture I would say. As for sizes, I don't really know as I don't know what size is what. Tile size? 3D. By tile size I'm going to guess something like 1x3, 2x2, 1x4. Their purpose will be for a jetpack only map of snipers and darkies.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 29, 2016 1:10 am
by Noobasaurus
ggctuk wrote:EDIT: Is there a seismic charge effect out there? It doesn't neccesarily need the shockwave, but the explosion itself is something I would like.
I forget where exactly I got this one from. I believe it's from one of Dann Boeing's asset packs, though he may have gotten it from the BF1 assets or the convo pack.

siesmiccharge.fx
Hidden/Spoiler:
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[/code]
seismiccharge_base.tga
Hidden/Spoiler:
Image
I was going to direct you towards where you can find one, but I couldn't find the correct pack. I'm fairly sure that at least the Realm of Chaos sides has it (the gungan character has the explosions).

EDIT: Okay there's one in the BFX assets under sides/Common/effects. There's also one in the SWBF1 assets under Shipped Common Effects with the same names as those I posted above. You should probably use those.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 29, 2016 4:09 am
by AceMastermind
MrMew wrote:Sorry for the lack of info. A plain metallic texture I would say. As for sizes, I don't really know as I don't know what size is what. Tile size? 3D. By tile size I'm going to guess something like 1x3, 2x2, 1x4. Their purpose will be for a jetpack only map of snipers and darkies.
Check out "Eddies Lego Texture Pack":
http://www.gamefront.com/files/3791281/ ... xture_Pack

It has a bunch of primitive objects ready to go that might be what you want, like using the lego_roof objects as platforms. You'll just need to replace the plain textures with something you like.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 29, 2016 7:39 am
by giftheck
Noobasaurus wrote:
ggctuk wrote:EDIT: Is there a seismic charge effect out there? It doesn't neccesarily need the shockwave, but the explosion itself is something I would like.
I forget where exactly I got this one from. I believe it's from one of Dann Boeing's asset packs, though he may have gotten it from the BF1 assets or the convo pack.

siesmiccharge.fx
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InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 6.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(2.0000)
}
Size(0)
{
LifeTime(2.0000)
Reach(100.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(1.5000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("BILLBOARD");
Texture("cs_ring");
}
ParticleEmitter("InitialFlare")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.2000);
BurstCount(3.0000,3.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 10.0000, 10.0000);
Red(0, 85.0000, 85.0000);
Green(0, 123.0000, 123.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.3000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.3000)
Scale(0.0000);
}
Color(0)
{
LifeTime(0.3000)
Move(85.0000,123.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("cs_flare1");
}
ParticleEmitter("BigFlare")
{
MaxParticles(5.0000,5.0000);
StartDelay(0.8000,0.8000);
BurstDelay(0.0000, 0.0000);
BurstCount(5.0000,5.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 6.0000);
Red(0, 85.0000, 85.0000);
Green(0, 149.0000, 149.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(250.0000);
}
Color(0)
{
LifeTime(0.2000)
Reach(85.0000,149.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("cs_flare1");
}
ParticleEmitter("Glow")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.8000,0.8000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,1.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 20.0000, 20.0000);
Red(0, 85.0000, 85.0000);
Green(0, 149.0000, 149.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(2.0000)
Scale(2.0000);
}
Color(0)
{
LifeTime(2.0000)
Reach(85.0000,149.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("flare2");
}
ParticleEmitter("Flare")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 85.0000, 85.0000);
Green(0, 196.0000, 196.0000);
Blue(0, 150.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.8000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.3000)
Scale(200.0000);
Next()
{
LifeTime(0.3500)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.8000)
Reach(85.0000,196.0000,255.0000,16.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("cs_ring");
}
}
}
}
}
}
}
}
}
[/code]
seismiccharge_base.tga
Hidden/Spoiler:
Image
I was going to direct you towards where you can find one, but I couldn't find the correct pack. I'm fairly sure that at least the Realm of Chaos sides has it (the gungan character has the explosions).

EDIT: Okay there's one in the BFX assets under sides/Common/effects. There's also one in the SWBF1 assets under Shipped Common Effects with the same names as those I posted above. You should probably use those.
Appreciated. Thanks :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 29, 2016 8:43 pm
by MrMew
Check out "Eddies Lego Texture Pack":
http://www.gamefront.com/files/3791281/ ... xture_Pack

It has a bunch of primitive objects ready to go that might be what you want, like using the lego_roof objects as platforms. You'll just need to replace the plain textures with something you like.
Thanks these are usable. Though their size is slightly too big than what I had in mind. How would I retexture them?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 29, 2016 11:42 pm
by Kingpin
MrMew wrote:
Check out "Eddies Lego Texture Pack":
http://www.gamefront.com/files/3791281/ ... xture_Pack

It has a bunch of primitive objects ready to go that might be what you want, like using the lego_roof objects as platforms. You'll just need to replace the plain textures with something you like.
Thanks these are usable. Though their size is slightly too big than what I had in mind. How would I retexture them?
Just open up the .tga files and edit them with a program like paint.net or GIMP. You can also just paste another image over them.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 03, 2016 12:34 pm
by CdtFox
Please, can someone attach this visor: "DEV-blys-gogs-visor.rar" (http://dl.dropbox.com/u/59104704/Commun ... 20pack.rar)

To this CWA clone trooper:

http://www.mediafire.com/download/8u54s ... CWA%29.rar

In order to get this result, (like the image below):
Hidden/Spoiler:
Image
Thank you so much for all the help! :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 03, 2016 1:23 pm
by Anakin
Isn't the visor an addon mesh??

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 03, 2016 1:38 pm
by MissingTexture
Yeah the visor is an addon mesh, you should be able to add it through the unit's ODF

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 04, 2016 1:05 am
by CdtFox
MissingTexture wrote:Yeah the visor is an addon mesh, you should be able to add it through the unit's ODF
Isn't the visor an addon mesh??
Oh, nerver mind. Sorry guys I was thinking the wrong way...it's should be something like "bonehead" or something like that no?
Please can you tell me the odf code?

Thanks :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 04, 2016 1:39 am
by Noobasaurus
Something something like this.

Code: Select all

AnimatedAddon = "ANYNAMEYOUWANT"
GeometryAddon = "NAMEOFMESH"
AddonAttachJoint = "bone_head"

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 04, 2016 7:58 am
by CdtFox
Thanks Noobasaurus :D

Here's the result
Hidden/Spoiler:
Image
But what lines should I change in order to put it in front of the clone's visor?
Hidden/Spoiler:
Image
As usual thank you so much for all the help! :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 04, 2016 12:08 pm
by MissingTexture
Looks cool so far! Mind taking a few close up pictures of the helmet with the addon?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 04, 2016 1:08 pm
by Anakin
CdtFox wrote:Thanks Noobasaurus :D

Here's the result
Hidden/Spoiler:
Image
But what lines should I change in order to put it in front of the clone's visor?
Hidden/Spoiler:
Image
As usual thank you so much for all the help! :D

Is there a second mesh?? If not you'll need to rotate it in XSI

Re: All-Purpose Request Thread (Mk. IV)

Posted: Thu May 05, 2016 4:11 pm
by CdtFox
Anakin wrote:
CdtFox wrote:Thanks Noobasaurus :D

Here's the result
Hidden/Spoiler:
Image
But what lines should I change in order to put it in front of the clone's visor?
Hidden/Spoiler:
Image
As usual thank you so much for all the help! :D

Is there a second mesh?? If not you'll need to rotate it in XSI
Unfortunately not, but what do you want to say by another "mesh"?
I used only 2 times in my life XSI and I'm really bad with it....Maybe someone will be able to do it for me? :mrgreen:

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri May 06, 2016 4:49 am
by AceMastermind