Anyone familiar with hoth_prop_millenium_falcon?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Anyone familiar with hoth_prop_millenium_falcon?

Post by Maveritchell »

I get weird errors with the texture on this one (hoth_bldg_milleniumfalcon.tga): Every time I try and load it, it goes all screwy on the model, but when I test it out in 3D object converter, it looks right. Anyone know how to make the texture for this model appear as it does in the Hoth level (i.e. correctly)?
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

RE: Anyone familiar with hoth_prop_millenium_falcon?

Post by SBF_Dann_Boeing »

that's wierd i've never had trouble with it.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

Yeah, basically, anytime I look at the falcon from my assets (both BF2 and BF1), it looks like this:

Image

I've got no idea what would make it do that, since I know the texture is situated correctly. Is there a msh.option that I'm missing, or something?
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

That's the built-in shadow they made. There should be another TGA you need.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

Teancum wrote:That's the built-in shadow they made. There should be another TGA you need.
I know what the black "no-tga" block is. I'm more concerned with the more obvious problem of the falcon texture looking like it went through a cheese grater.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Post by SBF_Dann_Boeing »

are u sure the texture didn't accidentally get flipped or something?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

SBF_Dann_Boeing wrote:are u sure the texture didn't accidentally get flipped or something?
Yeah. The funny thing is, that was my initial thought, that it was somehow flipped. So I flipped it around in an editor, saved the file, and looked at it in 3D Object Converter. Rinse, repeat, until I found the right position. And it was the original position. I think - and I'm not sure how this could have happened - I have a glitchy version of the .msh. As a workaround, I just downloaded Ace's Falcon, and made it into a prop, which also gets rid of the built-in shadow.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

hoth_prop_millenium_falcon

Post by AceMastermind »

Yeah, removing that falcon shadow is what actually got me interested in modeling, it was my first project, it was also done before we had all of these cool .msh importer tools, I used the BConstructor->Milkshape->XSI method to get the mesh into XSI with most of it's geometry and texture coordinates still intact.
I can get you a better one now than the one that I released previously, now that we have these .msh importers.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

AceMastermind wrote:Yeah, removing that falcon shadow is what actually got me interested in modeling, it was my first project, it was also done before we had all of these cool .msh importer tools, I used the BConstructor->Milkshape->XSI method to get the mesh into XSI with most of it's geometry and texture coordinates still intact.
I can get you a better one now than the one that I released previously, now that we have these .msh importers.
I appreciate it, but it won't really be necessary. It's only going to be an animated prop, not a flyable vehicle
Post Reply