Page 28 of 74

Using a soldier for size reference in XSI

Posted: Fri Jun 22, 2007 12:50 am
by AceMastermind
Ipodzanyman wrote:Is there something I can use for refrence for size when making a model in XSI?
You can import a soldier mesh into your scene for size reference, the cheap but effective way to do it is by using the ZeroEditor feature to save as .obj file, then import that .obj file into your scene.

Posted: Fri Jun 22, 2007 1:36 am
by Penguin
Unit = 1.98
ZE grid = 4.002

Posted: Fri Jun 22, 2007 8:51 am
by Ipodzanyman
ok thanks, I'll try rescaling it :P

Posted: Sun Jun 24, 2007 10:43 am
by Caleb1117
Alittle WIP, for KotOR mods.
Image
Its one of those star maps Revan and Malak visited.
If only I knew how to make a hologram, I would make an open one.

Posted: Sun Jun 24, 2007 2:32 pm
by Taivyx
Looks interesting, even though I've never played KotOR

Posted: Sun Jun 24, 2007 2:56 pm
by Maveritchell
Caleb1117 wrote:Alittle WIP, for KotOR mods.

Its one of those star maps Revan and Malak visited.
If only I knew how to make a hologram, I would make an open one.
Look at the commandpost .odfs. It looks fairly straightforward, assuming that the geometry icons use isn't substantially different in setup than any other geometry.
com_bldg_controlzone wrote:HoloOdf = "com_holo_controlzone"
HoloImageGeometry = "com_icon_alliance alliance"
HoloImageGeometry = "com_icon_imperial empire"
HoloImageGeometry = "com_icon_republic republic"
HoloImageGeometry = "com_icon_CIS CIS"
HoloTurnOnTime = 2.2

Posted: Sun Jun 24, 2007 4:13 pm
by JabbaLovesLava
You can always just make a model of the hologram, make it semi-transparent and not give it a collision for the hologram part. Then you would be able to see and walk thru it, but it wouldnt move.

Posted: Sun Jun 24, 2007 7:07 pm
by Caleb1117
Yea, But I do not have the skill to make a skin of that magnatude, and complexity.

@Maveritchell You know I never thought Of makeing it a CP... I might make an open variant for this.

AT-OT

Posted: Mon Jun 25, 2007 1:07 am
by AceMastermind
AT-OT
Image

Posted: Mon Jun 25, 2007 1:22 am
by Maveritchell
Caleb1117 wrote:Yea, But I do not have the skill to make a skin of that magnatude, and complexity.

@Maveritchell You know I never thought Of makeing it a CP... I might make an open variant for this.
You don't necessarily need to make it a CP. I just posted that excerpt from the cp .odf because it incorporates a hologram into itself. You could probably paste similar code into any .odf and get it to have a hologram projection.

Posted: Mon Jun 25, 2007 5:30 am
by foefighter30
this is my first successful/completed model lol, it's a lamp post, but i don't know enough about XSI to get a poly-count or to make it look solid...
Image

EDIT: its quite a bit off-scale but i haven't registered or whatever so i can't save it anyways

Posted: Mon Jun 25, 2007 6:47 am
by Penguin
its polycount is 17

Posted: Mon Jun 25, 2007 6:59 am
by Taivyx
Ah, a masterpiece again, Ace'.
Keep it up!
I notice no one's ever made an MT-AT (hint-hint-nudge-nudge)..........

Posted: Mon Jun 25, 2007 12:04 pm
by Murdocr
@foefighter30: to get scene info, press shift + s and then click on the stats tab (i think it's called stats). then click on "show scene info" and "show selection info"

to make it look solid, click on the part of the viewport which says wireframe, and you will be given a range of view options.

Posted: Tue Jun 26, 2007 10:16 pm
by Syth
Image

Heres the DL-18 I made for The Battlefront Project

Posted: Thu Jun 28, 2007 9:07 am
by Qdin
most of it looks good, but I personally dislike the texture on the 'main' part of the gun, Syth..
Too distorted and looks pretty.... well - it's like the lines doesn't 'match' the borders

Posted: Sat Jun 30, 2007 4:01 am
by Galactic_Marine
Okay...this isn't really textured...and I know there isn't much detail to it, but hey, I'm workin' on it.

Image

Posted: Sat Jun 30, 2007 5:20 am
by lieutenantcoda
that could be a bust of some important guy, or it could be a bronzium bust of

The Lost Twenty

Posted: Sat Jun 30, 2007 9:41 am
by Snork
If you made it larger and added some dents, scratches and a stone texture it'd make a pretty cool temple asset.

Posted: Sat Jun 30, 2007 10:43 am
by FragMe!
Snork wrote:If you made it larger and added some dents, scratches and a stone texture it'd make a pretty cool temple asset.
Larger? In game it would be about 10 meters wide by 22 meters high (30 feet by 66 feet) :D