How to make the capes show up in SWBF viewer and Blender?

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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spartanmark6
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How to make the capes show up in SWBF viewer and Blender?

Post by spartanmark6 »

Hello, I am porting all of the models from Star Wars Battlefront 2 and many of the community models to the Source Engine, Garry's Mod to be specific. I am doing this to celebrate the 10th anniversary of Star Wars Battlefront 2 since it was released to the public on October 31st, 2005. I am almost finished with my first model, but I have encountered a few problems. I use the SWBF viewer to export the models into a format that Blender can read. The problem is that in SWBF viewer doesn't show the capes for the models and it crashes whenever I export an Engineer or a Hevy Trooper. Also, sometimes it doesn't export some of the textures. Then when I open the model in Blender, the models still do not have any capes. Is there a fix for this or another program that I can use to make the capes show up because I need to know if I need to model a cape myself or not.

Thanks,
spartanmark6
Last edited by spartanmark6 on Sat Aug 22, 2015 4:09 pm, edited 1 time in total.
MileHighGuy
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Re: How to make the capes show uo in SWBF viewer and Blender

Post by MileHighGuy »

use softimage mod tool instead. its free.
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