Star Wars Battlefront 3 Assets

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

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Deviss
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Re: Star Wars Battlefront 3 Assets

Post by Deviss »

thelegend wrote:
Deviss wrote: Please Cato Neimodia!!!! , sorry i must say it lol, great convertion :)
Thanks. But there is already a great Cato Map in developement: viewtopic.php?f=29&t=30651
It has a similair design like Free Radical's one. Unfortunately there have not been any updates for about 3/4 year :(
yes great, but left-die :S sorry
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Re: Star Wars Battlefront 3 Assets

Post by clonetrooper163 »

Alright guys i'm going to be releasing the ships later today but some of them look so bad i don't even think it's worth releasing most of them, i'm going to release the Venator from the later version of the game but i will still put in the old version as well.

Some of the meshes are merged into 1 even when it uses multi textures so you'll need to detach them...ect.

Once i get them all done i'll go and get their interiors for you guys.

I would say your best bet would be to use EvilleJedi's and some of Warb_Nulls models then edit them (which i may do for you guys) to work with the hangers.

Here they are, i didn't render the droid control ship cause i would of had to detach a ton of meshes to get it rendered and didn't want to do it and i didn't render the old venator cause yeah.........

I'll do the SSD and the DS2 later.

Also whoever made that Prov had to of been on drugs......

EDIT
Double posting cause i don't think you guys ever go back and check to see if someone edited their posted LOL, cause i edited that posted like 30 minutes after posting it.
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Re: Star Wars Battlefront 3 Assets

Post by Marth8880 »

clonetrooper163 wrote:Double posting cause i don't think you guys ever go back and check to see if someone edited their posted LOL, cause i edited that posted like 30 minutes after posting it.
That's what shadow-bumping is for tbh
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Re: Star Wars Battlefront 3 Assets

Post by giftheck »

Any plans to do the Rebel vehicles? Or are those currently unobtainable?
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Re: Star Wars Battlefront 3 Assets

Post by AceMastermind »

I believe this one was converted from "Kinect Star Wars" *.smf files. The files linked are the same as the one Acewell posted on Facepunch, just renamed and with textures converted from tga to dds. It also has a custom engine exhaust texture modified from SWBF2 along with some personal edits. This kind of information needs to be disclosed to those who download it so they won't think a "Free Radical" dev did this.
https://facepunch.com/showthread.php?t= ... st49106771
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Re: Star Wars Battlefront 3 Assets

Post by Teancum »

Thought I might step in here. The principle of the rule is that we want to steer clear of games that are current Star Wars moneymakers (bigger money -- I realize lots of the games are on Steam and other places). We try to respect that principle. In this case Corra hasn't done anything wrong. Let me clarify again:
Copyright Rules wrote:DO NOT CONVERT
...
  • Star Wars: The Force Unleashed series (360/PS3/PC) - EXCEPT where that model was in the SWBF3 Alpha leak. Again, these are still being sold digitally
  • Kinect Star Wars - EXCEPT where that model was in the SWBF3 Alpha leak. Again, these are still being sold digitally
...
It sounds like Corra/Clonetrooper is willing to stake his reputation that these are indeed Alpha SWBF3 models. If SWBF3 was the original source and it was used later on in another game, we ARE saying it's acceptable. The stipulation is that we can't use a model from these newer games that didn't appear earlier in SWBF3. For example, a prop that appeared in SWBF3 used in a later game is fine. Taking the PC Starkiller model, which never appeared before, wouldn't be okay.

Now, specific polygons aside, if there's still an issue, please take it to PMs.
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Re: Star Wars Battlefront 3 Assets

Post by clonetrooper163 »

AceMastermind wrote:@clonetrooper163
If the assets from that final alpha build are better than what we have now you should share those.
Take the game files over to Xentax and see if they can extract the files from the archives. :yes:

Their formats are all the same as the pre-alpha not much had changed so the scripts that worked on the pre-alpha worked on the alpha, so whenever i can pull something from that build i do and release it, but seeing how Wobble just gave up on the rax plugin there are a lot from the later build i can't get cause they updated their .rax format on much higher poly models a bit or i wouldn't of released that crappy looking Prov on here, so i'm probably going to have to revert to getting it from SWK and then finding the textures in SWBF3.
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Re: Star Wars Battlefront 3 Assets

Post by giftheck »

Maybe Zenhax might be able to take those files and break them open. At the very least hex2obj should work on them, right?
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

This Venator you are talking about has almost about 100K Triangles. That's massive.
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Re: Star Wars Battlefront 3 Assets

Post by AceMastermind »

Same with the Providence (235359 vertices) and Lucrehulk (142651 vertices) according to the screenshots:
http://forum.xentax.com/viewtopic.php?p=111176#p111176
http://forum.xentax.com/viewtopic.php?p=111157#p111157

In XSI a cube subdivided to 98306 vertices has 196608 triangles.
A single instance of all 3 in the same map could make it unstable, I think these ships are better suited as maps themselves. :)

EDIT
If you separate the turrets from the ship you can knock it down to 63999 triangles.
The ship itself is in 33 parts so you should have no trouble exporting it in pieces.
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

AceMastermind wrote: If you separate the turrets from the ship you can knock it down to 63999 triangles.
The ship itself is in 33 parts so you should have no trouble exporting it in pieces.
:o This is what I did. I removed the turrets and greebles and had 6 parts to place thr ship on my map.
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Re: Star Wars Battlefront 3 Assets

Post by AceMastermind »

Cool, aside from that Venator I was curious what the stats of the other "Kinect Star Wars" ships were in XSI compared to shakotay's Blender screenshots so I converted those and removed duplicate and damage geometry:

Lucrehulk (~69019 triangles)
Hidden/Spoiler:
Image
Providence/Invisible Hand (130476 triangles)
Hidden/Spoiler:
Image
Subjugator/Malevolence (49906 triangles)
Hidden/Spoiler:
Image
Munificent (33204 triangles)
Hidden/Spoiler:
Image
Recusant (19065 triangles)
Hidden/Spoiler:
Image
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Re: Star Wars Battlefront 3 Assets

Post by DasLlama »

That ARC-170 doesn't have the rear turret...but the way the model looks makes it seem like it is supposed to be there.
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Re: Star Wars Battlefront 3 Assets

Post by giftheck »

DasLlama wrote:That ARC-170 doesn't have the rear turret...but the way the model looks makes it seem like it is supposed to be there.
The turret is in a second file right underneath the main ARC-170 mesh download link.
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Re: Star Wars Battlefront 3 Assets

Post by DasLlama »

ggctuk wrote:
DasLlama wrote:That ARC-170 doesn't have the rear turret...but the way the model looks makes it seem like it is supposed to be there.
The turret is in a second file right underneath the main ARC-170 mesh download link.
Oh my goodness how could I be so foolish. Thank you.
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Re: Star Wars Battlefront 3 Assets

Post by clonetrooper163 »

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Re: Star Wars Battlefront 3 Assets

Post by Anakin »

Wow. I think I need to rethink the 2ndary weapons :P
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

Thank you so much for sharing them. I am going to use the right now.
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Re: Star Wars Battlefront 3 Assets

Post by MissingTexture »

That anti air turret looks really useful!
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

thelegend wrote:Thank you so much for sharing them. I am going to use the right now.
Hidden/Spoiler:
Image
I am happy with it so far. What do you think?
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