Model Help

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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MasterYoda91

Model Help

Post by MasterYoda91 »

I am making a new ship for my level and i have a question relating to the animation of vehicles.
A CIS ship of some sort:
Image
for it to work do i have it in landed state(landing gear out) or how it would be flying?
Then how do i get the animation in game?
Also would some one be able to export for me? Please, i hope to get this and another vehicle into a map for the GT Mappack 4 Comp.

EDIT:I may need to ask for help with skinning too :oops:
Image
RC-1290

RE: Model Help

Post by RC-1290 »

There is a tutorial on vehicle animations in the tutorials thread stickey.
MasterYoda91

RE: Model Help

Post by MasterYoda91 »

OK, But Please could someone export (and/or) skin the vehicle for me?
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Gogie
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Post by Gogie »

have you merged your polymeh yet?
and have you added pilot_hp's, damage hp's and other things?
MasterYoda91

Post by MasterYoda91 »

Not yet, ill do that last. I found a good way to skin so ill do that then animate. After that i need someone to export it for me.
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Gogie
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Post by Gogie »

I will more than happily export for you, simply after you are done export it to .xsi and send it to me via xfire.
MasterYoda91

Post by MasterYoda91 »

Thank you very, very much. Ill send it tommorow. You can use it if you want. :mrgreen: :mrgreen: :mrgreen:
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minilogoguy18
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Post by minilogoguy18 »

pilot hps arent needed unless its something where the pilot is actually visible, best to just hide the pilot via the odf file and save some objects in the scene.
MasterYoda91

Post by MasterYoda91 »

It says imn the Vehicle setup tut that it needs to be a single mesh. Does it have to be because if it is i cant get the textures to work.
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minilogoguy18
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Post by minilogoguy18 »

all the games meshes were single meshes and were enveloped, the animator i talked to from pandemic and bconstructor proved it. yours can be multiple but the documentation and animator say its best to keep it a single mesh, its supposed to use less memory but it does have to be enveloped.
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Post by Qdin »

I sure love reading your 'speeches', fred! :D

I guess Mini and I were thinking of the Source engine... :roll: in there it cost less memory :) and in Source vertex-animation requires more memory.. but less CPU :)

Anyone's got some questions for the long post? :lol:
MasterYoda91

Post by MasterYoda91 »

Image
I have enveloped it, most of the parts of this are quite simple, not too many polys hopefully. I only have 3 bones: front leg and each wing. I have removed envelopes from all the parts i dont want to move is this OK.

Also i have retextured it now:
Image
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Post by Qdin »

that texture looks better :D definately an improvement :wink:

What's with the Nurbs..? :?

MasterYoda, what's the next step..? :) :wink:
MasterYoda91

Post by MasterYoda91 »

NURBS??? :?:
I have now done the hardpoints and im animating it now. At the moment im having problems with a wing bending when i try to rotate.
MasterYoda91

Post by MasterYoda91 »

Ok, but what are NURBs, i didnt know there were any in my model?
MasterYoda91

Post by MasterYoda91 »

Noooo! I just realised the ship is backwards in XSI, Ive enveloped and animated now, theres no way to rotate it! :shock:
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Post by Darth_Z13 »

How are you getting it into your level? If you're placing the vehicle rotate it in Zeroeditor and if you're spawning it with a vehicle spawn, rotate the spawn. :)
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Post by Penguin »

Use the Image button MasterYoda91
MasterYoda91

Post by MasterYoda91 »

Oh, sorry about that double post. :oops:

If i rotate it in ZE wont it still fly backwards?
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Post by Qdin »

you confuse me xD

And I asked about the Nurbs because I think it looks like you've built it pon Nurbs... Might jsut be me xD

Nurbs is basically the same as any other mesh, but it's calculated in curves... which makes it round even if there's barely any polygons :) I hate Nurbs, though <.<
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