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Ande's Release Thread | last update: 01.07.12

Posted: Sat May 23, 2009 5:15 pm
by ANDEWEGET
Thanks to the mysterious guy who added all those Mirrors!

General Copyright/Credits Disclaimer:
Copyright holder of all Star Wars related stuff is obviously LucasArts/LucasFilm.
Everything else is, if not otherwise stated, mine(ANDEWEGET).
Everything is 'open-source'. Modify at your will as long you credit me. If you use my models in a non-GT project it would be interesting to know. Feel free to send me a link to the project page.
I'm not responsible for any damage caused by one of my 'products'.

Trandoshan
DC17m Weapon Set
TCW - Clone Trooper
TCW - Clone Pilot
Basilisk
TCW - Advanced Recon Force
Aqualish
Tatooine Building Pack 1
TCW - Cold Assault Trooper
Asset Pack
Model Pack
Rifle
Revolver

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TRANDOSHAN

Created for RAS Prosecutor: Hangars. Contains an alternative cloth texture.

Version 1.0
Mirror: Dropbox(Ande)
Mirror: Google Sites(Ande)
Hidden/Spoiler:
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Credits:
- me
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DC-17m WEAPON SET

Created for RAS Prosecutor: Hangars, the original UV and model were so horrible I had to clean/remodel many parts which killed the UV anyways so I redid it, too.

Version 1.0
Mirror: Dropbox(Ande)
Mirror: Google Sites(Ande)
Hidden/Spoiler:
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Image
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Firepoints are hp_fire for each weapon.

Credits:
- me - Textures, UV, Cleaned/partly remodelled mesh
- VF501 - Original model
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TCW - CLONE TROOPER

Version 1.2
Mirror: MediaFire
Mirror: Dropbox(Ande)

With Cape
Mirror: MediaFire

DevKit(5.11 .scn file)
Mirror: DropBox
Hidden/Spoiler:
Image
Hidden/Spoiler:
Supports override_texture


Credits:
- LucasFilm
- me
- AQT
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TCW - CLONE PILOT

Version 1.0
Mirror: Dropbox(Ande)

DevKit(5.11 .scn file)
Mirror: Dropbox
Hidden/Spoiler:
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Supports override_texture(trooper) and override_texture2(pilot).

Credits:
- LucasFilm
- me
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BASILISK

Version 1.1
Mirror: Dropbox(Ande)
Hidden/Spoiler:
Image
Textures:
- tile_hull.tga
- tile_hull2.tga
- bas_parts.tga
- bas_pipes.tga

You must not edit the model.

Credits:
- LucasFilm
- me
- Caleb1117
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TCW - ADVANCED RECON FORCE

*No working download link*

Textures:
- rep_inf_trooper.tga
- ande_rep_inf_arf.tga
- ande_rep_inf_arf_mainhead.tga
- rep_inf_cloneleather.tga

Credits:
- LucasFilm
- me
- RepSharpshooter
- FragMe!
- Deviss
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AQUALISH

Version 1.5
Mirror: Dropbox(Ande)
Hidden/Spoiler:
Image
Credits:
- LucasFilm
- me
- Deviss
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TATOOINE BUILDINGPACK I

Version 1.0
Mirror: Dropbox(Ande)
Hidden/Spoiler:
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Image
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Credits:
- LucasFilm
- Pandemic for the other models and textures
- me for some of the models and textures
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TCW - COLD ASSAULT TROOPER

Version 3.0
Mirror: Dropbox(Ande)

DevKit(5.11 .scn file)
Mirror: Dropbox
Hidden/Spoiler:
Image
Textures:
- rep_inf_Cold_Assault_Trooper.tga
- rep_inf_Cold_Assault_Trooper_pack.tga
- rep_inf_Cold_Assault_Trooper_cape.tga

Override Texture: Body without Hands
Override Texture 2: Backpack
Hands have no Override Texture.

Credits:
- LucasFilm
- me for everything, except
- DEVISS-REX for hexing the cape
- ?someone? for the cape texture
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ANDES 1ST ASSET PACK

Version 1.0
Mirror: Google Drive

Screens(in order[not updated]):
Hidden/Spoiler:
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Not all Models
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Only 1 Model
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Contains:
Clone with Backpack
CR-23
Death In Person
Tatooine stuff
Effects
Phase I Clone Chunks
WhatEver_Collection
MandoStuff

Credits:
- LucasFilm
in the readme i think
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ANDES 1ST MODEL PACK

Version 1.0
Mirror: MediaFire

Contains:
- Millenium Falcon..you can man him and shoot with the lower weapon, BUT only if you set up a weapon(points in the readme i think)
- Sandtrooper with t21
- Sandtrooper sitting on a dewpack
- 41st Legion Sniper
- 41st Legion DC15A Trooper
- dead tusken :raider: with a cut-off hand(no collision)
- a heavy blaster rifle from sandtroopers, WITHOUT a .odf, only a .msh
Hidden/Spoiler:
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Credits:
- LucasFilm
- Pandemic for the sandtrooper and the 41st, the falcon
- Raven Software for the dewpack
- me for the moves and the heavy blaster
- i dont know his name for the t21
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RIFLE

Mirror: MediaFire

Credits:
- me
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REVOLVER

Mirror: Dropbox(Ande)

Credits:
- me
__________________________________________

dotOPTION Creator

Version 0.99
Mirror: Google Sites
Hidden/Spoiler:
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A tool which lets you create hundreds of .option files with just some clicks! Supports most of the documented .option commands except the rarely used ones. Contact me if you find any bugs/errors.

Credits:
- me
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Thanx to:
AceMastermind, Helkaan for reuploading/storing some of my files.

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 5:21 pm
by Deviss
awesomeeeeeeeeeeeeeeeee i wait for this very very very timeeee :bowdown: :bowdown: Many thanks but why Beta??

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 5:31 pm
by B.I.G_Cookie
Thats just awesome!
Thanks you so much :D

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 5:35 pm
by Deviss
i found 2 bugs :(
Image

white prisma when i run - i believe is boneroot problem
fragment helmet - i dont know

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 5:37 pm
by DarthD.U.C.K.
looks like "some" polys are too small for battlefront..
if you havent triangulated them i would suggest to do so

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 5:56 pm
by Master_Ben
Wow, This looks awesome! :yes: Really awesome.

I'll wait for the actual release before downloading, but still. Just Wow. :faint:

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 8:20 pm
by RogueKnight
The version I tested doesn't have the helmet problem, but you do need to hide the root.

Re: Advanced Recon Force trooper - Beta Release

Posted: Sat May 23, 2009 8:26 pm
by Deviss
DarthRogueKnight wrote:The version I tested doesn't have the helmet problem, but you do need to hide the root.
appear divide the helmet on fragments

Re: Advanced Recon Force trooper - Beta Release

Posted: Sun May 24, 2009 4:35 pm
by ANDEWEGET
there you see the reasons for beta :D for swbf 1 no poly was too small... i think its because of the texture. maybe because of the layers...
deviss, on what do you have your texture graphic settings?

Re: Advanced Recon Force trooper - Beta Release

Posted: Sun May 24, 2009 4:56 pm
by Deviss
ANDEWEGET wrote:there you see the reasons for beta :D for swbf 1 no poly was too small... i think its because of the texture. maybe because of the layers...
deviss, on what do you have your texture graphic settings?
my graphic settings is high, but the iluminate quality is low lol, could i help any way to fix the beta? :D

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 5:31 am
by DarthD.U.C.K.
the tetxure doenst matter, the polys dont appear, because they are too small
(or did you accidentally give the texture alpha and accidentally gave the helmetparts transparency?

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 11:05 am
by ANDEWEGET
its has to do something with the texture, because there are no polies, whrere the black stripes things are. there are only edges. and edges dont get deleted by modelmunge...if they can get deleted. the black stripes are exactly, where the uv stripes under the texture are.

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 11:09 am
by Deviss
DarthD.U.C.K. wrote:the tetxure doenst matter, the polys dont appear, because they are too small
(or did you accidentally give the texture alpha and accidentally gave the helmetparts transparency?
i use the original model and textures, the problem is ovbiously the Model, i want help for fix the model soon :D , also if i can help to fix the boneroot problem(white prisma) that 'll be useful for me because when i hex edit some model appear that prisma lol

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 11:39 am
by DarthD.U.C.K.
now thats weird..

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 12:45 pm
by FragMe!
Your helmet is an addon msh or did you edit the whole model and export that?
Can you show a XSI wireframe of the back of the helmet with the helmet selected in object.
Trying to see if there are any blue lines or what could be causing the split.

As for the bone_root, you do not have that in your model right? That is from the existing msh?
If you have one in your model make sure it is hidden before export. If it showed up after hex editing that is wierd because it should be a separate piece of geometry from what you would have been editing.

Re: Advanced Recon Force trooper - Beta Release

Posted: Mon May 25, 2009 1:06 pm
by ANDEWEGET
i deleted the helmet from unit template beta and enveloped this one to bone_head, export. ill show a wire tommorrow.(in 3 weeks)

Re: Advanced Recon Force trooper - Beta Release

Posted: Tue Jun 16, 2009 9:21 am
by ANDEWEGET
Hidden/Spoiler:
Image
here it is, no blue lines, where the split is

(double post, because if only edited nobody would notice it)

new version:
http://files.filefront.com/arf+097z/;13 ... einfo.html
wirh hidden root and maybe no split

Re: Advanced Recon Force trooper - Beta Release

Posted: Tue Jun 16, 2009 9:56 am
by Deviss
ANDEWEGET wrote:
Hidden/Spoiler:
Image
here it is, no blue lines, where the split is

(double post, because if only edited nobody would notice it)

new version:
http://files.filefront.com/arf+097z/;13 ... einfo.html
wirh hidden root and maybe no split
woooooow :bowdown: i hope this work fine, i will test it

Re: Advanced Recon Force trooper - Beta Release

Posted: Tue Jun 16, 2009 2:22 pm
by Delta-1035
thanks ANDE, another awesome model by you.

Re: Advanced Recon Force trooper - Beta Release

Posted: Tue Jun 16, 2009 3:23 pm
by ANDEWEGET
does he work properly?