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Concerns with XSI and Battlefront II on consoles
Posted: Fri Dec 25, 2015 12:56 am
by AnthonyBF2
I have almost no modelling experience and I have never used XSI or it's related tools. Before I dive into that I want to know basically one thing...
Can XSI manipulate things that control how models are turned out for consoles? If so, how many things can it do to make models different for consoles? The main thing regards making models and objects have less data (more friendly on low console hardware) and also about how models may display textures. How many ways/how many things can XSI do to change how models/textures work on consoles?
Also some point in the direction of basic tutorials on how to begin using XSI would be nice. Thanks.

Re: Concerns with XSI and Battlefront II on consoles
Posted: Fri Dec 25, 2015 5:45 am
by thelegend
1st. This is a tutorial that helped me starting with XSI. It more explains how to make props into the game though. But there are still other and better tutorials which explain more.
Anyway I believe the models for consoles are still the same. I also played this game on Playstation 2 and I found some differences:
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-Models were the same, but surprisingly two sided (Textures were applied on both sides). Maybe all PS2 Textures had alpha channels plus double sided transperency?
-The texture size was smaller. Maybe 1024x1024 were 512x512, 512x512 were 256x256
-There were no normal-mappings. But there was specular sometimes (if I remember correctly)
-Scrolling textures had also been included
-Env. mapping should work since there were only about three at all (Naboo Fountain, Gunship Turret Ball and Rebel Helmet (Tantive IV))
-Glow should also work
That's all I can remember. During the release of Battlefront II there were only Playstation II, PSP and X-Box 360. Oh and PC of course

Re: Concerns with XSI and Battlefront II on consoles
Posted: Fri Dec 25, 2015 10:33 am
by Teancum
I can confirm that all platform-specific optimizations happen at munge-time. Really you just need to worry about poly count and texture resolution.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 4:02 am
by AnthonyBF2
Teancum wrote:I can confirm that all platform-specific optimizations happen at munge-time. Really you just need to worry about poly count and texture resolution.
I wanted to believe you until I got this, trying to replace Darth Vader on the PSP game.
First, why: PSP's Vader is clunky, has no speed, lame back slash attack, no downward attack. Meanwhile PC Vader is agile, runs at 150 mph and has a brutal downward chop.
I separated all of the Darth Vader assets from PC mod tools, and set them up in their own side. When I loaded it up I get these results, the head is gone, no arms, floating saber, there's a pile of scrambled texture at his feet... I think he looked better half toasted from the lava
Although it does play fine and I get every thing the PC Vader can do.
I have to think this is related to the model. Do you, or anyone else have suggestions?
Thanks!

Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 6:45 am
by thelegend
Hm...looks creepy to me

But I am glad that everything else works. I am not a PSP expert but try using the old model again, look if he has changed. If he did maybe reduce vader's polycount then.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 10:49 am
by giftheck
It might be that Vader on the PSP uses a different skeleton too. He definitely has a different animation set.
Also, I have reason to suspect they modified the munge programs for the PSP build.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 6:22 pm
by DylanRocket
anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 6:28 pm
by Teancum
DylanRocket wrote:anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
I like this solution. You can inject the updated odf/combo/etc and keep the default model.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 7:57 pm
by AnthonyBF2
DylanRocket wrote:anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
How???
When I loaded new Vader + old vader in Hero Assault, I assigned the new Vader to the team, but it got confused with the models and the animations were buggy/twitchy.
Only when I prevented imp.lvl from loading old Vader, did the new Vader play fine, but with the bad model.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 9:04 pm
by DylanRocket
anthonybf2 wrote:DylanRocket wrote:anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
How???
When I loaded new Vader + old vader in Hero Assault, I assigned the new Vader to the team, but it got confused with the models and the animations were buggy/twitchy.
Only when I prevented imp.lvl from loading old Vader, did the new Vader play fine, but with the bad model.
Download this vader.lvl
http://www.mediafire.com/download/67wib ... /vader.lvl
And to load him, insert this after loading the default Vader:
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ReadDataFile("SIDE\\vader.lvl",
"imp_hero_vader")
And change SetHeroClass(IMP, "imp_hero_darthvader") to SetHeroClass(IMP, "imp_hero_vader"). His name won't show up correctly because this is technically a new unit but it's loading the model/textures from the default Darth Vader. I can send you the source files to the vader.lvl if you'd like.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Wed Jan 06, 2016 9:14 pm
by AnthonyBF2
DylanRocket wrote:
And change SetHeroClass(IMP, "imp_hero_darthvader") to SetHeroClass(IMP, "imp_hero_vader"). His name won't show up correctly because this is technically a new unit but it's loading the model/textures from the default Darth Vader. I can send you the source files to the vader.lvl if you'd like.
Thanks!
About the name looking like 0x069420 (or similar) you need to make a new entry in localization. I think the category is entity.imp. and in your case the whole string would entity.imp.hero_vader
EDIT: Didn't work. I setup the new Vader and old Vader as you said but the PSP crashed during load screen.
I still have another idea about using new PC Vader files with old Vader model.
EDIT: That didn't work either. I tried to load my own new Vader and old Vader and use SetClassProperty to make new one use old models. It still confused both things and the animations, movements, attacks were glitchy.
Re: Concerns with XSI and Battlefront II on consoles
Posted: Thu Jan 07, 2016 5:37 pm
by DylanRocket
anthonybf2 wrote:EDIT: Didn't work. I setup the new Vader and old Vader as you said but the PSP crashed during load screen.
Odd, it works for me:
I think the animation in the screenshot is different from the PC version though. :S It's definitely not the PSP animation though. Everything else is exactly like the PC version.