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Re: BZSCRAP data found here - bzscrap.org

Posted: Wed Feb 23, 2011 3:58 am
by General BlackDragon
no credits for minor uploads then? say, 200mb of FE

Re: BZSCRAP data found here - bzscrap.org

Posted: Wed Feb 23, 2011 4:31 am
by squirrelof09
If you want anything changed above, please contact squirrelof09@gmail.com. Also, if you contributed to bzscrap.org before February 22nd, 2011, you may e-mail me your desired name and description. Description length is limited to 48 bytes and display name is limited to 18 bytes.

Re: BZSCRAP data found here - bzscrap.org

Posted: Wed Feb 23, 2011 12:14 pm
by Dataanti
I just emailed you some use full documents. At least I found them use full at times.

Re: BZSCRAP data found here

Posted: Thu Feb 24, 2011 11:38 pm
by APCs r Evil
Red Spot wrote:It has to be released before end of next year, there is no after that ...
My old offer from BZU still stands, if the world ends on 12-X-2012 (No I still don't know the day.) I'll buy each and every one of you bums a car.

Re: BZSCRAP data found here - bzscrap.org

Posted: Wed Mar 02, 2011 3:14 pm
by Clavin12
It would seem that xsis.zip is corrupted. I've downloaded multiple times and tried to open with winzip and 7zip.

Re: BZSCRAP data found here - bzscrap.org

Posted: Wed Mar 02, 2011 7:37 pm
by VSMIT
Use modderdata, which is released with every public beta. It can be found on GSH's website where the Public Beta can be gotten from.

Re: BZSCRAP data found here - bzscrap.org

Posted: Fri Mar 04, 2011 1:30 pm
by deadscion
Please report any further corrupt files so they can be replaced.

I just tested my download of xsi's.zip from my archives and it opens just fine.
You can have my copy.

http://deadscion.com/downloads/Battlezo ... si%27s.zip

Please use my archives as a possible alternative, but take the usual precautions with any download.

Re: BZSCRAP data found here - bzscrap.org

Posted: Fri Mar 04, 2011 5:27 pm
by Nielk1
deadscion wrote:Please report any further corrupt files so they can be replaced.

I just tested my download of xsi's.zip from my archives and it opens just fine.
You can have my copy.

http://deadscion.com/downloads/Battlezo ... si%27s.zip

Please use my archives as a possible alternative, but take the usual precautions with any download.
Yes yes. Report all broken files so that we may replacement when we are able. Members like deadscion are providing tons of alternate or lost files.

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 12:15 am
by OvermindDL1
Yep! Deadscion has quite a nice store of things there that many do not have, definitely useful.

Re: BZSCRAP data found here

Posted: Sat Mar 05, 2011 5:05 pm
by Feenix
AHadley wrote:Be careful with that, GSH updates DXTGen occasionally and that may be an obsolete version.
If a new model minus a DXT texture is loaded into the game will it cause problems for BZII?

3dex 1.5 doesn't support this format so how and when do we get a DXT texture on a new model?

Does the XSI model need to be edited to switch out the original texture with the DXT version?

Considering DXT is now apparently the standard texture format for PB6 and above would it possible to post some kind of FAQ for 3D modelers to use as a guide for getting DXT textures on their models in general terms? I use Truespace but I have to export textures in BMP, TGA, PNG or JPG. It would help people with different modeling programs get a handle on what's required to their models into BZII. Thanks.

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 6:52 pm
by Nielk1
The XSI may say whatever extension it wants, the game ignores that part. Also, newly generated MSHs say '.bz2dxt' in the texture filenames regardless. When i say it does not matter, I mean, I have taken MSHs that said "feleaf01.pic" and hex edited them to "stmapname01." for the UEP. The game then loads stmapname01.bz2dxt, or in earlier versions tries to load stmapname01.pic, stmapname01.bmp, etc.

So, when making models for BZ2, you use the textures as, lets say, BMPs or PICs, but when the game tries to use them, it will use the bz2dxt. In fact, modern MSHs say bz2dxt explicitly, however this is not required as the extension is removed from the filename and the extension set by the game itself anyway.

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 6:55 pm
by labmice00
Feenix wrote: If a new model minus a DXT texture is loaded into the game will it cause problems for BZII?
Not really, if it doesn't have a DXTBZ2 texture, then the texture will be replaced by a pick-yellow-checkerboard one that says: "Modder: Use DXT" or something like that. No AV or anything like it though.
Feenix wrote: 3dex 1.5 doesn't support this format so how and when do we get a DXT texture on a new model?
You don't. you get the exported model's textures (BMP, TGA, PNG, Etc.) and convert them to DXTBZ2, which then it'll render it in
Battlezone 2.
Feenix wrote: Does the XSI model need to be edited to switch out the original texture with the DXT version?

Considering DXT is now apparently the standard texture format for PB6 and above would it possible to post some kind of FAQ for 3D modelers to use as a guide for getting DXT textures on their models in general terms? I use Truespace but I have to export textures in BMP, TGA, PNG or JPG. It would help people with different modeling programs get a handle on what's required to their models into BZII. Thanks.
The XSI model does not need to be edited to switch the textures.

You CANNOT get a DXT (DXTBZ2) texture on a model. You simply export the model and then convert the textures to DXTBZ2, put the DXTBZ2 texture it in the same directory, and done.

EDIT: Darn, Nielk1 beat it to me.

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 6:56 pm
by Ded10c
I didn't realise no extension would be required at all. That makes hexing models so much easier as we now have four spare characters to work with (assuming an extension can be .pi or something, removing the "c"):P

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 7:05 pm
by Nielk1
AHadley wrote:I didn't realise no extension would be required at all. That makes hexing models so much easier as we now have four spare characters to work with (assuming an extension can be .pi or something, removing the "c"):P
3 spare, since I think you still need the .

Re: BZSCRAP data found here - bzscrap.org

Posted: Sat Mar 05, 2011 7:22 pm
by Ded10c
Nielk1 wrote:
AHadley wrote:I didn't realise no extension would be required at all. That makes hexing models so much easier as we now have four spare characters to work with (assuming an extension can be .pi or something, removing the "c"):P
3 spare, since I think you st
Incomplete post is incomplete.

"I think you still need the period"?