Concerns with XSI and Battlefront II on consoles

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.

Moderator: Moderators

Post Reply
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Concerns with XSI and Battlefront II on consoles

Post by AnthonyBF2 »

I have almost no modelling experience and I have never used XSI or it's related tools. Before I dive into that I want to know basically one thing...

Can XSI manipulate things that control how models are turned out for consoles? If so, how many things can it do to make models different for consoles? The main thing regards making models and objects have less data (more friendly on low console hardware) and also about how models may display textures. How many ways/how many things can XSI do to change how models/textures work on consoles?

Also some point in the direction of basic tutorials on how to begin using XSI would be nice. Thanks. 8)
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Concerns with XSI and Battlefront II on consoles

Post by thelegend »

1st. This is a tutorial that helped me starting with XSI. It more explains how to make props into the game though. But there are still other and better tutorials which explain more.

Anyway I believe the models for consoles are still the same. I also played this game on Playstation 2 and I found some differences:

Code: Select all

-Models were the same, but surprisingly two sided (Textures were applied on both sides). Maybe all PS2 Textures had alpha channels plus double sided transperency?
-The texture size was smaller. Maybe 1024x1024 were 512x512, 512x512 were 256x256
-There were no normal-mappings. But there was specular sometimes (if I remember correctly)
-Scrolling textures had also been included
-Env. mapping should work since there were only about three at all (Naboo Fountain, Gunship Turret Ball and Rebel Helmet (Tantive IV))
-Glow should also work
That's all I can remember. During the release of Battlefront II there were only Playstation II, PSP and X-Box 360. Oh and PC of course :D
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

Re: Concerns with XSI and Battlefront II on consoles

Post by Teancum »

I can confirm that all platform-specific optimizations happen at munge-time. Really you just need to worry about poly count and texture resolution.
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Re: Concerns with XSI and Battlefront II on consoles

Post by AnthonyBF2 »

Teancum wrote:I can confirm that all platform-specific optimizations happen at munge-time. Really you just need to worry about poly count and texture resolution.
I wanted to believe you until I got this, trying to replace Darth Vader on the PSP game.
First, why: PSP's Vader is clunky, has no speed, lame back slash attack, no downward attack. Meanwhile PC Vader is agile, runs at 150 mph and has a brutal downward chop.
I separated all of the Darth Vader assets from PC mod tools, and set them up in their own side. When I loaded it up I get these results, the head is gone, no arms, floating saber, there's a pile of scrambled texture at his feet... I think he looked better half toasted from the lava :lol:

Although it does play fine and I get every thing the PC Vader can do.
Hidden/Spoiler:
Image
Image
Image
Image
I have to think this is related to the model. Do you, or anyone else have suggestions?

Thanks! :wink:
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Concerns with XSI and Battlefront II on consoles

Post by thelegend »

Hm...looks creepy to me :lol: But I am glad that everything else works. I am not a PSP expert but try using the old model again, look if he has changed. If he did maybe reduce vader's polycount then.
Last edited by thelegend on Wed Jan 06, 2016 11:43 am, edited 1 time in total.
User avatar
giftheck
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2218
Joined: Mon Jan 19, 2009 5:58 pm
Projects :: Star Wars Battlefront Anniversary

Re: Concerns with XSI and Battlefront II on consoles

Post by giftheck »

It might be that Vader on the PSP uses a different skeleton too. He definitely has a different animation set.

Also, I have reason to suspect they modified the munge programs for the PSP build.
DylanRocket
2nd Lieutenant
2nd Lieutenant
Posts: 363
Joined: Sun Sep 02, 2012 2:47 am
Projects :: None
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set
Location: HK Factory
Contact:

Re: Concerns with XSI and Battlefront II on consoles

Post by DylanRocket »

anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
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

Re: Concerns with XSI and Battlefront II on consoles

Post by Teancum »

DylanRocket wrote:
anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
I like this solution. You can inject the updated odf/combo/etc and keep the default model.
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Re: Concerns with XSI and Battlefront II on consoles

Post by AnthonyBF2 »

DylanRocket wrote:
anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
How???

When I loaded new Vader + old vader in Hero Assault, I assigned the new Vader to the team, but it got confused with the models and the animations were buggy/twitchy.

Only when I prevented imp.lvl from loading old Vader, did the new Vader play fine, but with the bad model.
DylanRocket
2nd Lieutenant
2nd Lieutenant
Posts: 363
Joined: Sun Sep 02, 2012 2:47 am
Projects :: None
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set
Location: HK Factory
Contact:

Re: Concerns with XSI and Battlefront II on consoles

Post by DylanRocket »

anthonybf2 wrote:
DylanRocket wrote:
anthonybf2 wrote:I have to think this is related to the model.
It's definitely related to the model. I've just converted the PC Darth Vader to the PSP version by creating a new side with a new ODF file, new animation sets, and the combo file and everything works okay. I had to load the default PSP Darth Vader to load his model but the animations, ODFs, and combos all work so it's definitely something related to the model.
How???

When I loaded new Vader + old vader in Hero Assault, I assigned the new Vader to the team, but it got confused with the models and the animations were buggy/twitchy.

Only when I prevented imp.lvl from loading old Vader, did the new Vader play fine, but with the bad model.
Download this vader.lvl http://www.mediafire.com/download/67wib ... /vader.lvl

And to load him, insert this after loading the default Vader:

Code: Select all

    ReadDataFile("SIDE\\vader.lvl",
                "imp_hero_vader")
And change SetHeroClass(IMP, "imp_hero_darthvader") to SetHeroClass(IMP, "imp_hero_vader"). His name won't show up correctly because this is technically a new unit but it's loading the model/textures from the default Darth Vader. I can send you the source files to the vader.lvl if you'd like.
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Re: Concerns with XSI and Battlefront II on consoles

Post by AnthonyBF2 »

DylanRocket wrote: And change SetHeroClass(IMP, "imp_hero_darthvader") to SetHeroClass(IMP, "imp_hero_vader"). His name won't show up correctly because this is technically a new unit but it's loading the model/textures from the default Darth Vader. I can send you the source files to the vader.lvl if you'd like.
Thanks!
About the name looking like 0x069420 (or similar) you need to make a new entry in localization. I think the category is entity.imp. and in your case the whole string would entity.imp.hero_vader

EDIT: Didn't work. I setup the new Vader and old Vader as you said but the PSP crashed during load screen.
I still have another idea about using new PC Vader files with old Vader model.
EDIT: That didn't work either. I tried to load my own new Vader and old Vader and use SetClassProperty to make new one use old models. It still confused both things and the animations, movements, attacks were glitchy.
DylanRocket
2nd Lieutenant
2nd Lieutenant
Posts: 363
Joined: Sun Sep 02, 2012 2:47 am
Projects :: None
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set
Location: HK Factory
Contact:

Re: Concerns with XSI and Battlefront II on consoles

Post by DylanRocket »

anthonybf2 wrote:EDIT: Didn't work. I setup the new Vader and old Vader as you said but the PSP crashed during load screen.
Odd, it works for me:
Hidden/Spoiler:
Image
I think the animation in the screenshot is different from the PC version though. :S It's definitely not the PSP animation though. Everything else is exactly like the PC version.
Post Reply