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.
no offence caleb, but the tuts are nice for pros and everyone, who wants to know all funktions of xsi
for beginners the baismodelingtut is the best *searches for link*
here it is: http://files.filefront.com/Basic+Modeli ... einfo.html
Ah yes, the famous doorwall and rocket ship tutorial, that's a pretty good tutorial even though there are a few misconceptions in it, "MS3DSceneRoot" should be replaced with Dummyroot, and rendering your model is completely unnecessary, because in XSI what you see is what you get ingame, most of the time.
Thank's Darth D.U.C.K. and AceMastermind, I think I have everything I kneed to start moddeling and I'm going to start making some custom weapons , but I have two more questions:
1. how do I place the hardpoints where the lazers come out of the gun?
2. how do I place where the trooper holds the gun?
Ok, place a null, and by default, it will be at 0, 0, 0.
Move the grip of the gun so that where you want it to be held is with the null at 0, 0, 0.
Name the null hp_active.
Now place a new null, and put it and the end of the gun's barrel, and call it hp_fire, If there are two barrels, or something, you can place another one, and name it hp_fire2, and so on, and so forth.
a hardpoint dont has to be a null, use a cone and name it how you want e.g hp_active...
Its MUUUUUUCH easyer (or am i wrong?)
if you use a cone, you can see much better, where the player will grip the gun and the gun will shoot
you can use either, you can also make a null look like a cone or diamond or square. If you highlight the null in the XSI explorer and press enter a small pop up comes up where you can change it's size and appearance which is a little easier than scaling down a cone. But that is neither here nor there point being the hps can be either nulls or prirmitive geometry.
Further to Calebs note, if you place the top quarter of the trigger over the hp_active null it lines up pretty good in game, yes I have lined up way too many weapons. Other thing to remember if you are creating new weapons is they have to line up along the X axis with the business end towards you when you look at it in front view.
Caleb1117 wrote:
Ok, place a null, and by default, it will be at 0, 0, 0.
Move the grip of the gun so that where you want it to be held is with the null at 0, 0, 0.
Name the null hp_active.
So the only hp-active null needed to be placed is the front grip null ? Does the trigger hand of the trooper automaticly get placed? And does the first null need to be placed at 0,0,0?
I got that already , what I'm asking is if the trigger hand of the trooper automaticly gets placed, or does the foregrip hand get placed automaticly ??
I guess it would make sense if the trigger hand is the one that needs to be placed, so I'm going to try that one . Is there any certain place the hp_fire should be placed on the grid ?
A picture is worth a thousand words so here is a picture of a shotgun model
The green cross is the location of the dummyroot null and in this case the hp_active.
The white cross is the location of hp_fire. And yes on a two handed weapon the location of the second hand is determined by the units ainimation so only worry about lining up the trigger to the hand.