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Posted: Mon Jan 23, 2006 12:22 pm
by Exclamation
Kaos66 wrote:wait EX did u take that out of the SWBF2 game
cause if u did i did the same thing
Where I got it from is explained in my post with the skin, which is on the previous page of this topic.
OGEB1103 wrote:Huh!! What dya mean?
Hehe... I did the same as you,
OGEB1103, only with the helmet. Whatever you did was more efficient, though... I was going
pixel by pixel, so what
Teancum said went over my head.

Go ahead and combine the helmet on mine with yours, if you want.

Posted: Mon Jan 23, 2006 12:58 pm
by OGEB1103
Mine took, like 5 mins max cos all i did was copy sections off the heavy trooper skin and paste them onto the trooper skin. only prob is that the helmets are different so it will take more skill to do that, but ill try anyway. postv a pic of your helmet and i'll see what you did.
Posted: Mon Jan 23, 2006 1:34 pm
by Leviathan
Couldn't this Episode III Clone Trooper's helmet reskin be done using Episode II's ? (Which can be easily found in SWBF Mod Tools folders...)
Posted: Mon Jan 23, 2006 2:23 pm
by Teancum
Assasin_Clone wrote:No, you don´t need to apologize, i´m just saying the skin is good cause the producer made it, I know I´m not a GOOD skinner, but I think I now understand what you are saying!, so it´s better I use layers in my skins?
off-topic: teancun 2 questions: 1 you made that jedi interceptor in Harrun kal jungle? 2 where I can get the new version of this map?
The Jedi Interceptor is an early version of the one made for BF2. One of the ex-devs has it. By his rules (and mine, to be fair), I can't release it to the public until the mod tools come out.
Haruun Kal 2.0 is currently in development. The beta is going out to my testers in less than two weeks. Just have a few last-minute bugs to fix.
Posted: Mon Jan 23, 2006 2:27 pm
by Leviathan
Off-topic : Has this "
ex-developper" also submitted other
Star Wars Battlefront II meshes to you ?

Posted: Mon Jan 23, 2006 3:18 pm
by Schizo
... Lev, I'm pretty sure who he's talking about is psych0fred...
In that case, I'm pretty sure the answer is yes.
Posted: Mon Jan 23, 2006 6:00 pm
by sawyerdk9
Im sure this has been asked about a thousand times, but a thousand and one can't hurt. When the swbf2 tools come out will the mshs for bf2 be able to be ported to bf1??
Posted: Mon Jan 23, 2006 7:21 pm
by Teancum
If not, Fred will have the original XSI stuff, so then we'll be able to. But for legality reasons, we can't release anything yet. I'm just getting BF1 ODFs and FX set up so they'll be ready to rock on tool release day.
Posted: Mon Jan 23, 2006 9:08 pm
by Exclamation
Sounds cool,
Teancum!
OGEB1103 wrote:postv a pic of your helmet and i'll see what you did.
Look on the first page of the topic... in one of my posts. I've already posted it.

Posted: Tue Jan 24, 2006 10:35 am
by sawyerdk9
will the soldier mshs be able to be ported?
Posted: Tue Jan 24, 2006 1:44 pm
by Leviathan
Since psych0fred worked on both Star Wars Battlefront I and II, and if he really owns the required source files, then I think he might technically port such stuffs from one title to the other one... But legally speaking, I doubt it could be done so easily...
Posted: Wed Jan 25, 2006 10:39 am
by sawyerdk9
yeah that is what im worried about. It would be pretty complicated too because of the different animations, but maybe not
Posted: Wed Jan 25, 2006 1:27 pm
by Leviathan
Also, I know Star Wars Battlefront II accepts more detailed meshes, contrary to its prequel... Therefore, trying to use SWBF II "high-resolution" models in SWBF might not be a success... (Moreover, I think that the reciprocal one may be equally true, since SWBF I and II uses two different Graphic Engines...)