SketchUp Models

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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Sky_216
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Re: SketchUp Models

Post by Sky_216 »

(Anonymous) wrote:I've been working on this for my secret map :mrgreen: :
Hidden/Spoiler:
Image
P.S. Would someone be willing to convert this into a msh if I upload it as a kmz? Help would be appreciated! :bowdown:

Unless you redo the circles with less sides, it'll have to be several meshes.
Also, make sure all surfaces are white when you look at it on monochrome.
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Re: SketchUp Models

Post by (Anonymous) »

1. Will change the circles
2. How do I look at it on monochrome?
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Re: SketchUp Models

Post by Sky_216 »

Under face style, which is under "view". Then you'll want to select each blue polygon, right click it then click "reverse faces".
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Re: SketchUp Models

Post by Eaol »

Image
Image
Image
Image

Rendered model of mine for an environmental mimicry grid (EMG). (Tatooine_terrain_citygrid1).

P.S.-Podium is great! :D
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Re: SketchUp Models

Post by RogueKnight »

Eaol wrote:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Rendered model of mine for an environmental mimicry grid (EMG). (Tatooine_terrain_citygrid1).

P.S.-Podium is great! :D
AAAAHHHHH!!!

That is the most FTW thing you've made!

Do you plan on doing a whole city like that?
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Re: SketchUp Models

Post by Eaol »

As a matter of fact,
Hidden/Spoiler:
its a small section of a 200x200 m grid square. I'll have hundreds of these squares set up in places, instead of terrain. It will go over the flat plain that is the planet model, which includes the atmosphere, which will contain scrolling no collision models of clouds. Space is above that. Each EMG will be rendered only at a certain distance in order to keep lag down.
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Re: SketchUp Models

Post by (Anonymous) »

Okay, updated the model, no more circles! Plus a bunch more updates like no more blue sides. Any one willing to export it now?

Hidden/Spoiler:
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Re: SketchUp Models

Post by Eaol »

Delete Bryce (guy in red shirt).

Edit: Now that I think of it, you don't have the latest version of Sketchup (I saw Bryce instead of Sang). You need Sketchup 7.1. Just dl it from the site, and open your model in there. You can also export in .dae format and import that into XSI :).
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Re: SketchUp Models

Post by biohazard »

Eaol wrote:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Rendered model of mine for an environmental mimicry grid (EMG). (Tatooine_terrain_citygrid1).

Erm, what exactly is EMG?
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Re: SketchUp Models

Post by Eaol »

EMG: Environmental Mimicry Grid

Term I use to describe the unique terrain feature in the mod I am working on. It is basically a giant 200x200 square with props and terrain and buildings on it, in one model. You put together these EMG squares like a jigsaw puzzle.
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Re: SketchUp Models

Post by biohazard »

What is their purpose?
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Re: SketchUp Models

Post by (Anonymous) »

I deleted bryce and I will brought it into 7.1 and it is now a .dae Are you willing to export it into xsi? I don't have it (xsi) :D
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Re: SketchUp Models

Post by Eaol »

1) With EMG's, terrain is not sufficient enough to cover the large area of the planet, actual size. So, we use a model instead, a bunch of big .msh's. This way, the map can be made a lot larger. I make a large amount of variants for each terrain square for each planet. Each square is roughly the size of the stock Mos Eisely map anyway. There is just enough detail in it to have FPS action inside, while still having atmospheric and space battles taking place in the same map. This detail level will also be shared by capital ship's interiors. Therefore, you usually never explore the entire map in one playthrough, even though it won't be a ghost-town, only because you only need to go to certain locations. How you get there is up to you. City terrain like Coruscant and Corellia will be done somewhat differently, with a lot of it being interior structures.

2) Actually, you can dl XSI too while you are at it. Otherwise, I'm sure someone will come along to do it for you. I currently am not using the full version of XSI, so I can't help you (I think).
Nice model anyway.
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Re: SketchUp Models

Post by (Anonymous) »

okay then, thanks
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Re: SketchUp Models

Post by Eaol »

(Anonymous) wrote:okay then, thanks
You are always welcome, and Happy Thanksgiving.
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Re: SketchUp Models

Post by Sky_216 »

(Anonymous) wrote:export?
Chuck me the necessary files and i'll try. Have trial xsi so easy to export.
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Re: SketchUp Models

Post by (Anonymous) »

sending files now. Thanks :bowdown:
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Re: SketchUp Models

Post by biohazard »

Eaol wrote:1) With EMG's, terrain is not sufficient enough to cover the large area of the planet, actual size. So, we use a model instead, a bunch of big .msh's. This way, the map can be made a lot larger. I make a large amount of variants for each terrain square for each planet. Each square is roughly the size of the stock Mos Eisely map anyway. There is just enough detail in it to have FPS action inside, while still having atmospheric and space battles taking place in the same map. This detail level will also be shared by capital ship's interiors. Therefore, you usually never explore the entire map in one playthrough, even though it won't be a ghost-town, only because you only need to go to certain locations. How you get there is up to you. City terrain like Coruscant and Corellia will be done somewhat differently, with a lot of it being interior structures.
Sounds like a great idea. Have you released any maps with this before?
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Re: SketchUp Models

Post by Eaol »

My Herbaequor planet model (land 2 space) renders nicely in Sketchup :)
Hidden/Spoiler:
Image
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Re: SketchUp Models

Post by Null_1138 »

I'm waiting for the Star Destroyer chasing the Tantive IV. :wink: That's really cool. Can you show us the model un-rendered?
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