Well that's your opinion. Cause quite frankly, the default is crap compared to the DC-15A made by Pahricida. That DC-15A made by him is most accurate, and in my opinion, would look better with the clones in the game.JK514 wrote:RevanSithLordThat DC15a is rubbish.Umm... JK, you calling that DC-15 rubbish?
SWBF2 DC15A is the best DC15A
JKA Model Conversion
Moderator: Moderators
-
RevanSithLord
- Sith Master

- Posts: 2636
- Joined: Mon Nov 07, 2005 12:40 am
- Projects :: Designated Days + LFC + GT vs SWBFC
- xbox live or psn: Master Revan
- Location: GDSS Philadelphia
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
-
psych0fred
- Recruit Womprat Killer
- Posts: 10
- Joined: Sun Oct 31, 2004 6:35 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
FYI, anyone who makes a model modelled after a Star Wars weapon has no legal right to distribute it and therefore has no legal right to give anyone else permission to use it. Before they could give you permission Lucasfilm would have to give them permission and then you would have to get permission from Lucasfilm and not the modeller.
Oh yeah I think BF2 DC-15 is better than the actual prop. You made me compare them side by side and the BF2 version is only augmented slightly and adds more detail to make it look more real, but if you ask me it doesn't look finished, meaning I don't know why they made it look fatter in parts. And I really don't care either way. This is because if someone is looking at the guns in game then the map must be pretty crappy. But I guess we each have our own priorities.
Oh yeah I think BF2 DC-15 is better than the actual prop. You made me compare them side by side and the BF2 version is only augmented slightly and adds more detail to make it look more real, but if you ask me it doesn't look finished, meaning I don't know why they made it look fatter in parts. And I really don't care either way. This is because if someone is looking at the guns in game then the map must be pretty crappy. But I guess we each have our own priorities.
Last edited by psych0fred on Sun May 27, 2007 4:22 pm, edited 2 times in total.
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
-
Darth_Killius
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
-
ARC_Commander
- High General

- Posts: 838
- Joined: Tue Feb 06, 2007 7:18 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
RevanSithLord
- Sith Master

- Posts: 2636
- Joined: Mon Nov 07, 2005 12:40 am
- Projects :: Designated Days + LFC + GT vs SWBFC
- xbox live or psn: Master Revan
- Location: GDSS Philadelphia
-
ARC_Commander
- High General

- Posts: 838
- Joined: Tue Feb 06, 2007 7:18 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
psych0fred
- Recruit Womprat Killer
- Posts: 10
- Joined: Sun Oct 31, 2004 6:35 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
It's one of those gray areas that has no legal precedent (court case) like Fan Fiction. Legally a person can do whatever they want for their own sake, but a person can't give you permission to use their model (unless it's an original design) because legally it is not their intellectual property. That means even if you do ask them it doesn't matter what they say because legally they can't say yes.
Lucasarts grants us each as individuals the rights in the EULA which pretty much allows you to do what you want for your own sake but don't legally cover you distributing mods with sounds because sound is another one of those areas where people like to get paid for their work. So if you create a mod with all new sounds that's technically the only thing that's clearly legal. Beyond that everything is a murky legal area that lawyers don't want to go near. That's also why you see people selling star wars 3d models on the internet. That's definitely not legal but no one wants to get into the business of stopping them until they have to because if it's not routine they have to spend a lot of time (and money) on it.
Lucasarts grants us each as individuals the rights in the EULA which pretty much allows you to do what you want for your own sake but don't legally cover you distributing mods with sounds because sound is another one of those areas where people like to get paid for their work. So if you create a mod with all new sounds that's technically the only thing that's clearly legal. Beyond that everything is a murky legal area that lawyers don't want to go near. That's also why you see people selling star wars 3d models on the internet. That's definitely not legal but no one wants to get into the business of stopping them until they have to because if it's not routine they have to spend a lot of time (and money) on it.
-
sawyerdk9
-
DeathRow
- Master Bounty Hunter

- Posts: 1561
- Joined: Fri Feb 24, 2006 5:55 am
- Projects :: None.
- xbox live or psn: No gamertag set
- Location: Aussieland.
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Contacting JKA model authors
Good luck contacting them, a lot of the contact emails in the README's are invalid, and I personally don't know any of these people.
-
The_Emperor
- Supreme Galactic Ruler
- Posts: 2118
- Joined: Sat Dec 10, 2005 6:30 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Waaaaay over there.
-
Rekubot
- Jedi

- Posts: 1080
- Joined: Wed Apr 05, 2006 12:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: Rekubot
- Location: UK
Well, after a bit of searching around the Internet I managed to get Pahricida's DC-15A into 3ds Max, fully textured and whole. Now all I need to do is get it into XSI. Bear in mind that this is only me practicing converting models, so I'm not exporting the model to Battlefront II without Pahricida's permission.
One little snag however. On getting the DC-15a successfully into 3ds Max, I had a go at importing it into XSI by exporting it as a wavefront object, but when I imported that into XSI the shape was all messed up. When I tried to view the texture on it, XSI crashed.
Any ideas amigos?
One little snag however. On getting the DC-15a successfully into 3ds Max, I had a go at importing it into XSI by exporting it as a wavefront object, but when I imported that into XSI the shape was all messed up. When I tried to view the texture on it, XSI crashed.
Any ideas amigos?
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Converting .glm to other formats
Import .glm into Milkshape3D
Export from Milkshape3D as .xsi or .obj file
Import .xsi or .obj file into XSI
EDIT
A better way to convert .glm to a format readable by XSI is to use Noesis to convert .glm to .obj then import that into XSI.
Export from Milkshape3D as .xsi or .obj file
Import .xsi or .obj file into XSI
EDIT
A better way to convert .glm to a format readable by XSI is to use Noesis to convert .glm to .obj then import that into XSI.
