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Z-Brush

Posted: Mon Jan 30, 2006 9:34 pm
by drummerzoid1
has anyone used z-brush and then exported it to SWBF1, I just got the demo version and they used it to make DOOM 3, you can change the polycount after you make the model, check it out.

RE: Z-Brush

Posted: Mon Jan 30, 2006 9:38 pm
by minilogoguy18
XSI is the ONLY program that can export to SWBF and SWBF2, i repeat ONLY!

RE: Z-Brush

Posted: Mon Jan 30, 2006 10:02 pm
by drummerzoid1
i mean export it to a format so it can go to xsi then export it from xsi

RE: Z-Brush

Posted: Tue Jan 31, 2006 7:23 am
by minilogoguy18
well the only problem about that is, the model can get terribly messed up between conversions and also, you still have to make all the layers in your scene as well as custom parameter sets for all your shadow volumes in XSI. they already said that mod tools will have a working .msh exporter so why not just use that instead of wasting time doing this? i used to do this for JKA all the time, i would model in max and then export as .xsi from softimage even though .xsi is what JA compilers use. its just that 3ds max would watermark exported scenes with an additional null in the heirarchy messing up my animations for vehicles. after a while i just learned XSI and saved myself ALOT of trouble and time.

RE: Z-Brush

Posted: Tue Jan 31, 2006 8:54 pm
by drummerzoid1
oh well milkshape can clear it up, i'll try to work on learning xsi but i'm making a level in lightwave, i'll texture it in xsi will that work?

RE: Z-Brush

Posted: Wed Feb 01, 2006 8:43 am
by minilogoguy18
maps have to be made in zero editor, milkshape is a pretty iffy program and youd probably be wasting your time messing with it, just use the program that the game was built with, XSI.

RE: Z-Brush

Posted: Sat Feb 04, 2006 11:06 am
by drummerzoid1
i've gotten alot of things imported to xsi just fine, all of the clones in my post "clones for modding" the textures are fine i'm just waiting for the tools to come out so i can see how they do movement and how the bones are placed, i'm almost positive and have been working with 3d for around two years

RE: Z-Brush

Posted: Sat Feb 04, 2006 12:22 pm
by Leviathan
Maybe you should consult this psych0fred web-site's folder, to get a preview of the "hierarchy" of Star Wars Battlefront I models' bones ?... (This "structure" might have been equally used for SWBF II meshes'...)

RE: Z-Brush

Posted: Sat Feb 04, 2006 12:58 pm
by minilogoguy18
all units use the SAME skeleton so making your own is completely unneccesarry and probably wont come out right

RE: Z-Brush

Posted: Sat Feb 04, 2006 9:32 pm
by drummerzoid1
so will i be able to view the skeletens once the tools come out

RE: Z-Brush

Posted: Sat Feb 04, 2006 9:52 pm
by minilogoguy18
dude that link that leviathan posted is a link to the clone model in emdl format that you can import into XSI, File>Import>Model...

RE: Z-Brush

Posted: Sat Feb 04, 2006 11:32 pm
by drummerzoid1
i know but star wars battlefront II might be different so i thought i should wate

RE: Z-Brush

Posted: Sat Feb 04, 2006 11:58 pm
by minilogoguy18
no they arent, they said in the BF2 mod tools thread that the models are the same and no re-exporting is required so that means that the units still use that very same skeleton.