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Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Oct 23, 2012 12:23 pm
by [Padawan]Helkaan
DarthEvil3000 wrote:Does anyone have the Commando Droid Model? Not the crappy one used in Bfx but Kamino storage base?
I see you're asked MandeRek to release that model, but he's not as active as before (probably busy in real life) and didn't make this model.

It was made by Kinetosimpetus.
http://www.gametoast.com/forums/viewtop ... 64&t=20521
It's in the topic AQT mentioned, you should look at it :wink:

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Oct 24, 2012 5:00 pm
by Locutus
I am in need for a person who can help me with lighting of my map.
I was unable to create any atmosphere for the map, atm it's just a bland sun.
The terrain is way too bright and glowing and the rivers look like "@!X.

So I need someone who could help me with the afro-mentioned issues -> fixing the bright terrain bug, make the water actually look like water and just some general lighting work (and I wouldn't mind a modified skydome or terrain texture, lol).
There is no predefined result how exactly it should look like, you'd have pretty much a free hand on this.

If you could help me that would be awesome! :D
PM me if you're interested and I'll send you the source files.

~Locutus <-No signatures please. -Staff

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Oct 27, 2012 12:17 pm
by Bob
Zapattack1234 wrote:Hello I am searching for a tombstone object for my recently announced map, The Wrecked Graveyard, if anyone knows where to find one or is willing to make one, that would be very much appreciated :D
Made a small pack of 3 gravethings.
-> Link
Hidden/Spoiler:
ImageI know, the map's lightning sucks.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 11:12 am
by Locutus
Locutus wrote:I am in need for a person who can help me with lighting of my map.
I was unable to create any atmosphere for the map, atm it's just a bland sun.
The terrain is way too bright and glowing and the rivers look like "@!X.

So I need someone who could help me with the afro-mentioned issues -> fixing the bright terrain bug, make the water actually look like water and just some general lighting work (and I wouldn't mind a modified skydome or terrain texture, lol).
There is no predefined result how exactly it should look like, you'd have pretty much a free hand on this.

If you could help me that would be awesome! :D
PM me if you're interested and I'll send you the source files.

~Locutus
Unfortunately Willinator can't get his Munger work properly (thanks anyways, mate!) - so this is open again.
I'd really appreciate your help :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 9:05 pm
by GAB
Could somebody re-scale the following shipped models for me? (The desired scale is between the parentheses)

dag1_prop_rockgroup_1.msh (2.0)
end_prop_tree01.msh (0.5)
end_prop_tree02.msh (0.5)
end_prop_tree03.msh (0.5)
end_prop_tree04.msh (0.25)
end_prop_treeclump01.msh (0.25)
end_prop_treeclump02.msh (0.25)
end_prop_trunk01.msh (0.25)
end_prop_trunk02.msh (0.60)
end_prop_trunk03.msh (0.25)
end_prop_trunk04.msh (0.25)
end_prop_trunk05.msh (0.25)
end_prop_trunk_turret.msh (0.25)
hoth_prop_column.msh (1.3)
hoth_prop_rafter.msh (0.55)
kas2_prop_rock_L.msh (2.0)

I wish I could do this myself but I have no idea how to deal with models, so I'm counting on you GT. :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 9:33 pm
by Marth8880
Just create .option files for them. Here's how you would do it for end_prop_tree01.msh; the same exact principle applies for all of them.


Create a file called end_prop_tree01.msh.option. In it, put:

Code: Select all

-scale 0.5
and save and close out the file. This tells VisualMunge to munge the mesh at 50% scale. Then, in its ODF under [GameObjectClass], put:

Code: Select all

GeometryScale	=	"0.5"
so the entire [GameObjectClass] block of the ODF would look something like this:

Code: Select all

[GameObjectClass]		

ClassLabel		=	"prop"
GeometryName	=	"end_prop_tree01.msh"
GeometryScale	=	"0.5"
Save and close out the file. This tells Zero Editor to scale the instance mesh down 50%. (This part is required since the editor reflect one model and the game reflect another.)

Repeat this process with all of other props you want to replace. Oh, and by the way, this is all in the FAQ. ;)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 9:40 pm
by GAB
Actually that's what I've done and it works quite well, but causes the models to have some weird collision along with a few other bugs. Some people pointed this as an issue on the last version of my map. That's why I'm looking for models with the actual desired size.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 10:53 pm
by CressAlbane
GAB, I should be able to do those - likely next weekend though.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 10, 2012 11:38 pm
by Zapattack1234
Thanks so much Bob!!! :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 11, 2012 7:04 pm
by RevanSithLord
Need Trade Federation CP icon, stat.

Also perhaps some factory type stuff and ruined walls. All Star Wars style. Yes, I'm still continuing on Lok. :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 12, 2012 5:28 am
by THEWULFMAN
RevanSithLord wrote:Need Trade Federation CP icon, stat.

Also perhaps some factory type stuff and ruined walls. All Star Wars style. Yes, I'm still continuing on Lok. :)
I can make one, eventually. I'd need my modding computer back or my HDD from it. So it might be awhile. But it looks like a cool icon to model, so I'd be happy to do it.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 18, 2012 11:59 pm
by RevanSithLord
Thanks buddy. :) No rush. Just working on sides and modifying map layout really. May also make sure the AI doesn't try to run into walls....


AI tends to like doing that.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Nov 21, 2012 7:27 pm
by AQT
Can someone please reexport this model from Squeddie's Model Pack? For some reason it is textured correctly when viewed in MSH Viewer and ZE, but not in-game. I would really appreciate the help. :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Nov 21, 2012 7:38 pm
by Marth8880
I can do it when I get back in an hour or two. :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 25, 2012 5:43 pm
by GAB
Could somebody make a Talz unit that looks more or less like this one?

I wish I could do it myself but I'm definitely not good at this kind of stuff. :(

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 25, 2012 7:24 pm
by AQT
How's this?
Hidden/Spoiler:
Image
It's just a reskin of the SWBF1 Wookiee. I'll PM you the files in a bit. :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 25, 2012 7:38 pm
by GAB
Thanks AQT. :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Dec 01, 2012 2:52 pm
by Zapattack1234
hello, id like to to know if their is anyone out there who would like to design a "crypt room" for my map. i would do it myself, but im still pretty bad at making objects. please feel free to be creative with this all i ask is that it has a floor, walls, and a ceiling. i will be more then happy to credit anyone who helps me with this. thanks :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Dec 01, 2012 5:39 pm
by AQT
If no one makes it for you, there are models (floor, ceilings, walls, and even a tomb) in the stock SWBF1 Rhen Var assets that can help you achieve a very "crypt-like" effect.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Dec 01, 2012 7:15 pm
by Zapattack1234
Cool ill check that out, but I don't know if Rhen var's assets would really mix well with my map