dragonums source files XSI (updat 02/01/09)

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

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Re: dragonums source files XSI (updat 02/01/09)

Post by Delta-1035 »

FOOLIS wrote:I only need the 327th trooper and Bly
me too
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Re: dragonums source files XSI (updat 02/01/09)

Post by ANDEWEGET »

enveloped atpt to a skeletton, if someone can export anims(once i tried it, but it didnt work and needed so much time=too lazy to try again), i could animate him
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Re: dragonums source files XSI (updat 02/01/09)

Post by DarthD.U.C.K. »

nobody ever created a "new" walker sucessfully you can only use the shipped bones
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fluffy_the_ic »

@D.U.C.K: MandeRek did. Look in teh BF0 forum; he made a working tridroid and ATAP
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Re: dragonums source files XSI (updat 02/01/09)

Post by DarthD.U.C.K. »

but he didnt make new svceletons for the walkers, im 99% shure he used shipped sceletons
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fluffy_the_ic »

What stock 3-legged vehicles are there? :?
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Re: dragonums source files XSI (updat 02/01/09)

Post by DarthD.U.C.K. »

what 4-legged and 2-armed mining droid are there?
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fluffy_the_ic »

Ah. Point taken.
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Re: dragonums source files XSI (updat 02/01/09)

Post by ANDEWEGET »

why not try? maybe this works?
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Re: dragonums source files XSI (updat 02/01/09)

Post by c6dy »

Would be cool if someone could make the clones to *.msh files...

btw: The AT-AP just walks on two legs...the third he only uses for stabilisation while shooting (I fyou want i could make a video from the one in Empire at war)
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Re: dragonums source files XSI (updat 02/01/09)

Post by FragMe! »

@c6dy I'll take a video of it if you don't mind making one :D
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Re: dragonums source files XSI (updat 02/01/09)

Post by c6dy »

I will upload the vid the next days...I just try to figure out how to get the best quality :greeny:
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fiodis »

Could you check the link for the two AT-AP files? I can't seem to open them; they appear to be corrupted or something. All I get with the XSI file is a folder called "pictures" with one .tga in there that I can't open. With the MSH file I get one msh file that looks wrong in MSH Viewer.
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Re: dragonums source files XSI (updat 02/01/09)

Post by Dragonum »

Fiodis wrote:Could you check the link for the two AT-AP files? I can't seem to open them; they appear to be corrupted or something. All I get with the XSI file is a folder called "pictures" with one .tga in there that I can't open. With the MSH file I get one msh file that looks wrong in MSH Viewer.
i cant find any problem, the files works fine for me, without problems
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fiodis »

What am I supposed to see in the XSI dl?
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Re: dragonums source files XSI (updat 02/01/09)

Post by Dragonum »

Fiodis wrote:What am I supposed to see in the XSI dl?
a picture folder with the tga file
and a scene filder with another folder named atap and there you find the atap files.

i download the rar and all the folders and files are in there
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fiodis »

Yep, something's definetly wrong, I'm unable to fully download it. Is there any other way you could get the XSI files to me?
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Re: dragonums source files XSI (updat 02/01/09)

Post by MsHwIz »

Hey, um I was looking at Dragonum's AWESOME assets and I downloaded the AT-AP and just for educational purposes I rigged it and I was wondering if anyone wanted the rigged Model
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Re: dragonums source files XSI (updat 02/01/09)

Post by Fiodis »

How did you rig it?

Also, I tried to download them again and this time it worked.

So, speaking of rigging, I'll rig the AT-AP to be a turret, if anyone's interested. Unless that's what's MshWz has done already.
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Re: dragonums source files XSI (updat 02/01/09)

Post by MsHwIz »

Well check out yourself by clicking here
also for the turret all I did was envelope the turret to a null called "turret_rot" so you can rotate that to animate the turret
if thats what you mean by rigging the turret
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