Modeling trees.

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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swado95
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Modeling trees.

Post by swado95 »

Ok could someone describe the steps to making a tree/plant for swbf2. Every time I try its always a weird color (gray)/(black) or it wont show up or some of the textures wont work or it crashes.

It would be nice if you could use pictures to show whats going on (im a visual learner) :shock:
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Re: Modeling trees.

Post by DarthD.U.C.K. »

so do you have problems only with trees or generally with getting models from xsi to swbf2?
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swado95
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Re: Modeling trees.

Post by swado95 »

Both, I never can seem to get them working and when i do the textures never show up, and as for tree im not sure the correct ways to make transparency maps for the leaves so they still show up when your under the tree.
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Re: Modeling trees.

Post by DarthD.U.C.K. »

can you please post a picture of one of your models in xsi and ingame?
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swado95
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Re: Modeling trees.

Post by swado95 »

I would yet sadly all the models/pictures were deleted when i restored my computer. Though I was able to get my m16 in game with a texture, however it was held 10 feet in front of a guy. The biggest problem im having is getting the model in game WITH the texture on it. And also I have little to no clue on how to make a transparency mask for say tree leaves.
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Re: Modeling trees.

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swado95
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Re: Modeling trees.

Post by swado95 »

I do know how to texture them in XSI its just XSI-Ingame im having trouble with. Like what do I need to do to the textures once my model is textured, dont I need to make a TGA for it?

Ps I did not see the transparency.

I just took a look but it did not seem that way would work for softimage 7.5
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Re: Modeling trees.

Post by Darth_Spiderpig »

swado95 wrote:Like what do I need to do to the textures once my model is textured, dont I need to make a TGA for it?
Well, you have your texture, then you open it in for example gimp and save it as tga (with rle compression off) and then apply this texture to your model, then export it and put it with your .tga in your world's (or side's) msh folder.
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