Page 1 of 1

FE Models?

Posted: Wed Jun 13, 2012 5:21 pm
by DarkCobra262
I was wondering if there was a way to acquire these, I like using them as size references for my own units, and compare it to the stock.

Re: FE Models?

Posted: Wed Jun 13, 2012 6:31 pm
by Zero Angel
VSR (recycler variant) includes the entire Hadean asset tree (ie: evscout), except for the source XSI files. If you have VSR installed you can place those units in the editor to get a comparison on size. All of the models are in MSH format unfortunately.

I recall having some problems with evscout00.msh causing crashes in multiplayer so tried to get the source XSI for it with no success. A player named K-Barter ended up 're creating' a passible approximation of the original evscout00.xsi so that Hadean scouts could be usable in MP without causing crashes -- that file is also distributed with VSR assets. Those assets can be found within (Program Files)/Battlezone 2/Addon/VSR/Hadean/Vehicles/evscout

Re: FE Models?

Posted: Wed Jun 13, 2012 7:38 pm
by Apollo
I should have some of them, you just need the scout?

Re: FE Models?

Posted: Wed Jun 13, 2012 9:28 pm
by Zero Angel
Apollo, if you have the original hadean scout XSIs, I would greatly appreciate if you could send it to me. I would like to troubleshoot the problem with the original MSH I have by rebuilding the MSH from the evscout's basic XSI file and the animation files (if they work).

Even the LOD1 XSI file would be useful since it's slightly better then the replacement XSI file i'm using (I would just need to add the appropriate hardpoints)

My email is zeroangelmk1 -at- gmail.com

Re: FE Models?

Posted: Wed Jun 13, 2012 10:16 pm
by Ded10c
The original FE .xsis were never released outside the development team, as far as I'm aware. Those that are around are kept under careful control.

There is such a thing as an .msh to .xsi converter, but that too is kept under careful control.

All that said, it may well be past the time the original CP .xsis were released to the public. Not my call.

Re: FE Models?

Posted: Thu Jun 14, 2012 2:44 am
by DarkCobra262
AHadley wrote:The original FE .xsis were never released outside the development team, as far as I'm aware. Those that are around are kept under careful control.

There is such a thing as an .msh to .xsi converter, but that too is kept under careful control.

All that said, it may well be past the time the original CP .xsis were released to the public. Not my call.
Ah, well, this answers my question. I wish the original .xsis were released... that would be great. Maybe some time in the future they might release them.. who knows.

Re: FE Models?

Posted: Thu Jun 14, 2012 6:24 am
by Ded10c
As I recall, they were kept under wraps to stop people hacking ugly models together with them using ThreeD and not giving the developers credit, something that happened quite a lot at the time.

Re: FE Models?

Posted: Thu Jun 14, 2012 10:46 am
by Apollo
Ok, will send as soon as i can get 3DE installed so i can check that it's the right XSI file.

Re: FE Models?

Posted: Thu Jun 14, 2012 5:01 pm
by Col Klink
As I recall some mod releasers include the original XSI's, and some prefer not to for various reasons. Sloar, had them as I recall, but never actually released them before he passed away. You can always use both tha data.pak and fe.pak models to do size comparisons with your own model creations, or better yet just create your model and load it in the map editor and place other BZII units using the menu options of the editor itself. Creating original models really isn't all that difficult but getting them prepared for BZII is more of a challenge particularly if you don't use 3D Studio Max. I use the original BZII models converted to the DirectX version 3 of 2 format to edit them in Truespace modeling software. I

f you want to create FE style models then you can do screen grab to use as reference images in creating your own versions of the models. Don't worry if other people complain about it as the resulting model really would be your own work rather then the work of another model maker. Considering how few people actually make stuff for BZII anymore it's really kind of silly that the original XSI models aren't just released to help keep interest in the game itself.

Re: FE Models?

Posted: Thu Jun 14, 2012 11:21 pm
by DarkCobra262
Col Klink wrote:As I recall some mod releasers include the original XSI's, and some prefer not to for various reasons. Sloar, had them as I recall, but never actually released them before he passed away. You can always use both tha data.pak and fe.pak models to do size comparisons with your own model creations, or better yet just create your model and load it in the map editor and place other BZII units using the menu options of the editor itself. Creating original models really isn't all that difficult but getting them prepared for BZII is more of a challenge particularly if you don't use 3D Studio Max. I use the original BZII models converted to the DirectX version 3 of 2 format to edit them in Truespace modeling software. I

f you want to create FE style models then you can do screen grab to use as reference images in creating your own versions of the models. Don't worry if other people complain about it as the resulting model really would be your own work rather then the work of another model maker. Considering how few people actually make stuff for BZII anymore it's really kind of silly that the original XSI models aren't just released to help keep interest in the game itself.
Meh, I still prefer having the models to help, but I suppose I could take a screeny and use it as reference. Rigging hovercraft isn't all that difficult for me thanks to GBD helping me and teaching me.

Re: FE Models?

Posted: Fri Jun 15, 2012 3:33 pm
by Red Spot
AHadley wrote:something that happened quite a lot at the time.
It is not bound to time or just models.

Re: FE Models?

Posted: Sat Jun 16, 2012 4:27 pm
by Col Klink
The screen grabs are pretty handy and depending on how you set up the views you should be able do both side and over head views as well. If you get up close enough to the model then you should also be able to get a fairly decent texture from the screeny. Does anyone know of a method to extract a hidden line outline using a paint program? I think that GIMP has a filter plugin to doing something like this, but I've never really tried it. I would imagine another way would be to add a new layer and sketch out the detail on that layer and maybe use that as a guide or UV map for custom painting. Thanks