Getting A New Player Model Into SWBF2 [Tutorial]

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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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Gizor Delso » Sun Sep 30, 2007 10:25 am

Could someone re-upload the bones please???

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Caleb1117 » Sun Sep 30, 2007 10:42 am

Just go to pycofreds site, and download them.
Hmm I think his site is down. :|

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Darth_Z13 » Sun Sep 30, 2007 5:25 pm

Caleb1117 wrote:Hmm I think his site is down. :|


So it is. Here are the files. ;)

http://files.filefront.com/bone+fileszi ... einfo.html

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Taivyx » Sun Sep 30, 2007 5:49 pm

Sorry to add to the bump, but does anyone know what the poly limit for new player models is?

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Caleb1117 » Sun Sep 30, 2007 6:20 pm

I think 2500 - 2700

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Teancum » Sun Sep 30, 2007 7:36 pm

Taivyx wrote:Sorry to add to the bump, but does anyone know what the poly limit for new player models is?


It's in the docs (under art_guide or something like that), but I think it's around 2000. The Jedi Academy conversions that didn't have any LODs were a little more than that, Durge I think was around 2800 and they have no problems. The biggest issue with going high poly is that when lots of polygons are close together modelmunge.exe welds them all together and they show up as a 'hole' ingame. Look at Asajj's eyebrows for example.

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Re: Getting A New Player Model Into SWBF2 Tutorial

Postby Maveritchell » Sun Sep 30, 2007 11:50 pm

Teancum wrote: Look at Asajj's eyebrows for example.


I wondered about that. I never even noticed it until I had to reskin it.

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