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"Improved" Bespin Assets

Posted: Sat Aug 14, 2010 6:15 am
by AQT
Hey GT,

So I'm releasing an "improved" version of the original SWBF Bespin assets, mainly referring to assets used in Pandemic's Bespin: Cloud City which I converted and released on SWBF Files some time ago. So what has been improved exactly? Well:
  • carbon forklift works without you having to find out why it isn't working
  • random shiney/scrolling parts on certain models are now turned off
  • defunct steam .fx files replaced with ones from SWBF2
  • glow applied to all windows, orange parts in carbon freezing chamber; and blue material on the lamps, clock towers, support things, and bars
  • fixed bes2_bldg_base model; lowres geometry was messed up
  • bump mapping reactivated on models with the tile texture
I'm probably forgetting a few other "improvements" but that up there is the gist of it. Here's the download link:

MediaFire

And credits:

Pandemic for the original Bespin assets
AceMastermind for redoing the lowres of the bes2_bldg_base MSH
Deviss for giving the bes2_bldg_base MSH shadow volume
RepSharpshooter for the meshtool which I used to reapply bump mapping to the bes2_bldg_base MSH

Download if it will save you time.

Re: "Improved" Bespin Assets

Posted: Sat Aug 14, 2010 6:17 am
by lucasfart
Awesome. This will help make bespin props look a bit less bland :thumbs:

Re: "Improved" Bespin Assets

Posted: Sat Aug 14, 2010 12:12 pm
by kinetosimpetus
Downloading.

I had started a map which I wanted some Bespin props for, but couldn't find them.

So now :D if I decide to resume work on it.

Re: "Improved" Bespin Assets

Posted: Sun Aug 15, 2010 8:22 am
by Marvel4
Nice, thanks AQT. This will be really useful.

What was wrong with the original steam effect? I didn't notice any problems with it.

Re: "Improved" Bespin Assets

Posted: Sun Aug 15, 2010 9:35 am
by Jendo7
I wish I'd waited, as I've just added glow to all the bes2 assets last night. Anyway, this will be very useful for the community, who now don't have to do the tedious task of hex editing all those .msh files.

Re: "Improved" Bespin Assets

Posted: Sun Aug 15, 2010 11:48 am
by Darth_Spiderpig
Sounds very nice, will download when I get home.

cheers mate. :)

Re: "Improved" Bespin Assets

Posted: Sun Aug 15, 2010 8:27 pm
by AQT
Marvel4 wrote:What was wrong with the original steam effect? I didn't notice any problems with it.
I don't really know. I haven't checked the original .fx files but when I did the conversion of Cloud City, the effects didn't show up in game. So I grabbed the ones from SWBF2 Hoth and it worked. Must've been something weird.

Re: "Improved" Bespin Assets

Posted: Sun Aug 15, 2010 10:10 pm
by Marvel4
AQT wrote:
Marvel4 wrote:What was wrong with the original steam effect? I didn't notice any problems with it.
I don't really know. I haven't checked the original .fx files but when I did the conversion of Cloud City, the effects didn't show up in game. So I grabbed the ones from SWBF2 Hoth and it worked. Must've been something weird.
Ah, so you forgot to include the .tga s from BF1. :wink:

Re: "Improved" Bespin Assets

Posted: Mon Aug 16, 2010 11:26 am
by Jendo7
After hex editing the bes2_bldg_chamber_exit.msh in my map it made the whole chamber glow. If I just did the main lights in chamber01.tga it was fine but if I changed the stair lights chamber03.tga, and chamber02.tga this was the effect:

Image

I also tried your updated assets but it did the same thing. I've now given up and changed it back to the way it was. Doesn't really make sense considering it's fine in both yours, and Marvel4's conversions.

Re: "Improved" Bespin Assets

Posted: Mon Aug 16, 2010 2:50 pm
by AQT
Chamber03.tga and chamber02.tga need alpha layers. Take a look at the ones I included in the download for reference. As I stated before in your modding topic, the more opaque the alpha layer, the less the intensity of the glow effect.

Re: "Improved" Bespin Assets

Posted: Mon Aug 16, 2010 2:55 pm
by fiddler_on_the_roof
ohh, this will be usefull, thanks AQT! :thumbs:

Re: "Improved" Bespin Assets

Posted: Mon Aug 16, 2010 3:24 pm
by Jendo7
AQT wrote:Chamber03.tga and chamber02.tga need alpha layers. Take a look at the ones I included in the download for reference. As I stated before in your modding topic, the more opaque the alpha layer, the less the intensity of the glow effect.
Thanks AQT... I always wondered what .tgas with chequed squares meant. I've still got a lot to study.