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New WIP's


hatrus

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Posted

well all of the unique vehicles to battlefront i plan on doing: the naboo speeders, clone tank, etc. however they will not be ports from the game so they might look a bit different.

 

 

also i have a little picture for you to look at. i still have to make a skiff with a plank, but it will be released along with the barge soon. maybe today or tomarrow, not sure. perhapse someone can make a sarlacc pit for these. it would be good for rotj reinactments.

 

shot117.jpg

Posted

Gunship is in game. 4 Laser cannons, and 2 Rocket launchers. I made the rockets much much faster then the ones on mars marshalls gunship. Also working on a republic drop ship carrying my new at-te below:

 

dropshipatte.jpg

Posted

Dropship w/ AT-TE is ingame. I need someone to mess with the veh file and get the thing to sit on the ground. I set the assimilat to 24 which is ground level, but it still hovers. Also would like someone to skinn the AT-TE so I can release the more detailed version as a vehicle.

 

dropship.jpg

 

 

 

 

Also finished an AT-AA from Force Commander during the night. Tried to do a walk cycle for it but couldnt get it right. Need someone to animate it for me. It has 10 muzzle tags: 6 rapid fire laser cannons, and 4 rocket launchers. It will certainly be worthy of the name anti-aircraft. It will have superior armor, and speed, plus a superior target lock system.

 

at-aa_render.jpg

Posted

About to attempt to make a walk cycle for the at-te. i have gone in battlefront for a few hours to study the walk cycles of the at-st, at-at, and at-te. i now know how the at-te walks and will be able to reproduce it. I am using a simple animation.cfg with just the basic death, forward and backwards animations. i would like someone to explain the animation.cfg to me. im not exactly sure what to put in it. and how to set it up right.

Posted

just put the name of the animation, for example BOTH_WALK and then just choose the frame when it starts and then put the number of frames that the animation have, also as feedback i'd say the skins are ok but they need more detail for this game, they look unclear

Posted

ok i got the animations finished but when i try to import it to assimilat and build it it gives me a import failed. code = 4599 error. ive put all the animations on the same file and named it root.xsi then i brouggt it into assim and checked "make its own skeleton" and all then i hit build, named it model.car, then pressed ok. and i get this error. i think it says bad root file, but ive exported it from amx half-a-dozen times already just to make sure. help!

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