Squeddies pack source models (over 300 models!)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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squipple
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Squeddies pack source models (over 300 models!)

Post by squipple »

The pack is fast on it's way. I've already got several little fixes in place and am working to add minor enhancements as well. Here it is, out before the pack...a ton of the source models used in the squeddies pack. I hand picked the models form the maps that I thought would be most re-useable. It came out to just over 300 models!
Feel free to grab n use as you see fit. Enjoy!

Download Link:

MediaFire
FileFactory

Image
Last edited by squipple on Sun Sep 23, 2007 6:35 pm, edited 1 time in total.
plokoon761
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RE: Squeddies pack source models (over 300 models!)

Post by plokoon761 »

dang, thats kool. good job doin all of those :) and thanx
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RE: Squeddies pack source models (over 300 models!)

Post by Xavious »

Sweet, they look good. Can't wait to try them all out.
Clonedude55

Post by Clonedude55 »

WOW this is amazing I am going to have fun making weird maps. With this and that pyramid just makes me want to make an Egypt map good job
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Post by Darth_Z13 »

:Q_____

You rule!
Tuskenjedi

Post by Tuskenjedi »

My god, great job!!!! can't wait to try them ou- one map just wouldn't be enough for them... :mrgreen:
Oh, crud, i never realised location changed to Xfire username! AHAh
It was probably because we were spamming it... jk
Last edited by Tuskenjedi on Fri Mar 09, 2007 12:20 am, edited 1 time in total.
SymbolS

Post by SymbolS »

Are those all from your maps or were you just REALLY BORED!?
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Post by trainmaster611 »

Why didn't you tell us about this earlier!?!?!?!? Image
Blueline

Post by Blueline »

WOW! Its Amazing! Over 300 Models :shock: . Im sure they alle are great! You could make a great realistic map with them!
Thank you squipple



sry für my bad english :atatpilot:
Alpha

Post by Alpha »

Awww. Filefront is doing maintenance until I have to leave. I'll get this ASAP, great job, squipple!
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Post by Redline »

Very good , but correct your Downlode link :wink:
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Post by Caleb1117 »

Holy peanut jelly! :shock: there here, awsome! *maniac laugh*

Thanks Squipple. :D
-Yock-

Post by -Yock- »

Thanks Squipple. Other mappers should release their objects too...
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authraw
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Post by authraw »

Wow! Very nice. Downloading now...

By the way, are we allowed to reskin these objects? Sometimes I love the shape of an object, but I need it in a different colour or whatever. ;)

Anyway, thanks a lot for releasing these!
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Post by DarthD.U.C.K. »

Thanks!!!!!!!!!!!!!!!!!!!! :greeny: :mrgreen: :mrgreen:
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Post by squipple »

Yes, you can reskin them. Several of the objects in there are the same object reskinned. Eddie loved his legos :) And I should warn you I didn't test ALL of them in-game. There were a couple of eddie's models I had to 'fix' (I just rebuilt them) in order to make them work in-game. A couple of them were so messed up it was crashing my munge. All of the NEL, ARF, and KOTOR models are clean, although many don't have shadowvolumes.
-Yock-

Post by -Yock- »

squipple wrote:Several of the objects in there are the same object reskinned.

How can I do that?
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Post by Darth_Z13 »

@Yock, you need to make a copy of the .msh file and .tga file then a copy of the .odf file and change the .odf name and the .msh name. Then open the .odf file and change the .msh name to your new one. Then open the .msh file with a hex editor and change the .tga name to your custom .tga name. Understand?
darthtrogsasea

Post by darthtrogsasea »

or just copy and past the code for the overide texture in to a copy of the odf
-Yock-

Post by -Yock- »

'Z13: I did understand you, but I'm not very familiar (I don't know anything at all) with hex editing. If you give me an example on how the texture name apears and where to find it, it would be a great help.


Darth something :lol: : It seems that this is more simple to do than Z13's option. How would I do that?
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