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Clones for modding

Posted: Wed Jan 04, 2006 11:31 pm
by drummerzoid1
If you guys are looking for clone models go to this page, we could use these! They look pretty good, heres a link and a pic. They have three commanderst too!
http://jediknight2.filefront.com/file/C ... tima;53471
Image 8)

RE: Clones for modding

Posted: Thu Jan 05, 2006 3:46 am
by -=Sithicalohiny=-
Nice but why don't you post this in the clones realism mod thread?

Posted: Thu Jan 05, 2006 12:47 pm
by drummerzoid1
it doesn't have to be specific to that mod, oh to everyone, I figured how to extract the clone models in the pictures so i can view them in milkshape.

Posted: Thu Jan 05, 2006 12:55 pm
by Alex533
Well you havent asked NeoMarz so you cant port them.

And plus Marz's clones arent that acurrate.

Posted: Thu Jan 05, 2006 1:04 pm
by drummerzoid1
I'll ask for him permission and they are acurate after you view them in milkshape.
Image
That's pretty acurate to me

Posted: Thu Jan 05, 2006 1:40 pm
by Alex533
Proportions are out, commando is more bulkier than that, helmet is different.

Image

Told you

Marz's clone on the right, real in middle, haps on left.

Posted: Thu Jan 05, 2006 4:55 pm
by DakkerDB
Marz is good, but Hap is an artist! <.<

Posted: Thu Jan 05, 2006 5:20 pm
by Alpha
They're not perfectly accurate, but if they can be put in-game I think they would be a nice addition.

Posted: Thu Jan 05, 2006 6:09 pm
by drummerzoid1
yeh there is most of the commanders

Posted: Thu Jan 05, 2006 6:20 pm
by Alex533
some of the troops would not need to be ported, they could be skinned.

Posted: Thu Jan 05, 2006 8:07 pm
by drummerzoid1
the ones that we do need to port will be easy because i figured a way to get them on xsi.
Here's some pics(in milkshape)
Image
Image
Cody and Bly

Posted: Thu Jan 05, 2006 8:22 pm
by Lord-Bandu
They look pretty good . If they do get put into BF2 then Id suggest reskinning them with the bf2 textures and just editing them ,otherwise theyll probably look abit out of place.

The thing is , it will probably be easier and faster just to tweak the SWBF1 or 2 clone models (with skeletan in tact) . But im just guessing.

Posted: Fri Jan 06, 2006 12:38 pm
by Alex533
Yeh thats what i was thinking Bandu.

drummerzoid do you have any knowledge in model weighting?

Posted: Fri Jan 06, 2006 1:01 pm
by drummerzoid1
Been using lightwave for about 1year and 1/2, are you talking about weight maps? if so a little but not with xsi

Posted: Sun Jan 08, 2006 5:46 pm
by drummerzoid1
I'm starting to bone the models and i just decided to make a test render so here it is.
Image

Posted: Mon Jan 09, 2006 1:48 pm
by Leviathan
Would it be possible to get a capture of the rest of these Clones' bodies, drummer' ? :? (Also, could you enhance the brightness of your screen-shots, please ?)

Posted: Mon Jan 09, 2006 2:37 pm
by Alex533

Posted: Tue Jan 10, 2006 9:58 am
by DFYX
Looks great. I hate those low-poly models that are included in the game since I'm sure my computer can handle lots of more polygons.

But there's one mistake: the red ep3 clone looks a little pink. Maybe you should use a darker red, if you port them to bf2

Posted: Tue Jan 10, 2006 1:10 pm
by Alex533
Its not that your PC wont take it, its that the engine wont take it, most games are designed to have a max poly limit on characers.

Posted: Tue Jan 10, 2006 2:02 pm
by Leviathan
Off-topic : Alex', would you know the name of the Jedi Academy's map appearing on this capture ? :|