Mav's Asset Release (Racing stuff + Bacta Tanks)
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- Maveritchell
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Mav's Asset Release (Racing stuff + Bacta Tanks)
I've been meaning to release the healing tank (bacta/kolto) stuff for a while, but never got around to writing a readme, since it's not just a place-in-ZE deal. I decided to go ahead and write one, finally, since I had to write one for racemode anyway.
Here're the assets to the bacta/kolto tanks along with instructions:
MediaFire
And for those of you that've tried out Ralltiir: Swoop Circuit and liked it, I'm releasing the assets to both the code and the swoops, so that you can make your own race mode! Note that you will have to have a little bit of knowledge about working with .luas to use this.
Swoop assets (vehicle):
MediaFire
Racemode assets:
MediaFire
And as an aside, make sure if you use those racemode assets to give a big thanks to Ace_Azzameen_5, who, in addition to helping me out with some coding stuff initially, also cleaned up the code a lot after I'd finished making it, so that it runs and looks smoother.
Salud!
Here're the assets to the bacta/kolto tanks along with instructions:
MediaFire
And for those of you that've tried out Ralltiir: Swoop Circuit and liked it, I'm releasing the assets to both the code and the swoops, so that you can make your own race mode! Note that you will have to have a little bit of knowledge about working with .luas to use this.
Swoop assets (vehicle):
MediaFire
Racemode assets:
MediaFire
And as an aside, make sure if you use those racemode assets to give a big thanks to Ace_Azzameen_5, who, in addition to helping me out with some coding stuff initially, also cleaned up the code a lot after I'd finished making it, so that it runs and looks smoother.
Salud!
- Bantha55
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Ace_Azzameen_5
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Thanks for the thanks.
I would to give a big thanks to Maveritchel for laying out the script and doing the ground work, which is about a billion times harder than ideas and 'refining'.
I did Eureka a couple times though, and spoon-fed debugged* so I guess I'm pretty awesome
.
*Well, it was more like to smart people rambling on about insane theories and correcting each other but...I'm making you all bored. I'm all out of funny.

I would to give a big thanks to Maveritchel for laying out the script and doing the ground work, which is about a billion times harder than ideas and 'refining'.
I did Eureka a couple times though, and spoon-fed debugged* so I guess I'm pretty awesome
*Well, it was more like to smart people rambling on about insane theories and correcting each other but...I'm making you all bored. I'm all out of funny.
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RepSharpshooter
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- Maveritchell
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Knock yourself out. I'm pretty sure one was started once, but I'm equally sure that it was never finished/released. I shied away from podracers (even though the map is set up like that, and the swoops handle like pods) just because it would either require:RepSharpshooter wrote:Perhaps I can make a pod racer model? I'm not sure if that's been already done, the search button is broken. Of course I'd want to increase the traction.(I slide out of control)
a) 8 or so different pod models, or
b) 8 copies of 1 or 2 models
Neither of those seemed very appealing to me. Also, you're welcome to try and tweak the stats, but it's pretty hard to make something be both fast and high-traction. I'm pretty sure that I scaled-up the traction quite a bit on my swoops, and they're still pretty "floaty."
Regardless of how you do it, I'd love to see some more race maps out there!
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RepSharpshooter
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Ok, great! I'm making a Tatooine race circuit. I'm not going to call it Mos Epsa for sure, but It'll be close to it. That's a lot of models, I'll start with one. I can model pretty well on Gmax, and I have this trick to get it into XSI for free, so I guess I'll do that! (Too bad I haven't finished my msh exporter for gmax
)
Really? The traction is bumped up? I hope raising some more won't cause problems at low speeds. Also, I want faster acceleration if possible for pods.
PS Even though I wanted to do this before I saw yours, thanks for the inspiration! (And the assets!)
Really? The traction is bumped up? I hope raising some more won't cause problems at low speeds. Also, I want faster acceleration if possible for pods.
PS Even though I wanted to do this before I saw yours, thanks for the inspiration! (And the assets!)
- Snork
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Export obj from GMax
There is no trick to it, all you need is the gmax2obj export script and the grab listener to export it to .obj, then import .obj into XSI.RepSharpshooter wrote:I have this trick to get it into XSI for free
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RepSharpshooter
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