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How do I create objects and textures for SWBF2? [Solved]
Posted: Wed Mar 08, 2006 6:05 pm
by Jessman
Can you just model objects and vehicles in rhino 3d and import them into zero ediotr? How exactly does one go about making their own custom ships, vehciles, objects, and terrain?
RE: how to create your own objects and textures for use in z
Posted: Wed Mar 08, 2006 6:52 pm
by Lord-Bandu
you have to have XSI and install the XSI exporter ,that comes with the tools.
RE: how to create your own objects and textures for use in z
Posted: Wed Mar 08, 2006 7:21 pm
by Darthlarrious
but untill Softimage releases the Mod-Tool exporter, you'll have to buy XSI Foundations, Essentials or Advanced 4.2 (i'm not sure if 5.0 is compatible)
for the rest, i reccomend reading the documentation, you'll find some pretty interrested stuff in there, and will probably answer your own questions.
Metal On
Darthlarrious
RE: how to create your own objects and textures for use in z
Posted: Wed Mar 08, 2006 8:15 pm
by minilogoguy18
5.0 works since i used it to get asajj in game, but no other program has a .msh exporter that im aware of.
RE: how to create your own objects and textures for use in z
Posted: Wed Mar 08, 2006 8:21 pm
by MutantMonkey
As for creating textures...
I had a lil problem at 1st - I found an image program that could save .TGA (TARGA) but they did not work properly in ZE however I now know a way (and its FREE!)....
Using an image editor of your choice to create images (or existing image files) and a freeware program called BIMP Lite (virus, adware, etc NOT included! - I've checked it with up-to-date Panda Titanium) - it alows you to convert image files to ZE compatible .TGA format

RE: how to create your own objects and textures for use in z
Posted: Wed Mar 08, 2006 8:24 pm
by minilogoguy18
all the tga's in SWBF2 are just 24 bit single layered and the background layer is locked.