Getting a BZII Mech Walker in to BZII using TS 6.6

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BNG
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Getting a BZII Mech Walker in to BZII using TS 6.6

Post by BNG »

The process is fairly straight forward. Study all the various parts that the stock ISDF Walker Skel model is made up of and create a non animated base Skel model and add it to your TS 6 modelside library for later use.

Then when you're ready to create the model group of animated models reload the Skel model back in to the TS modeling workspace. The Walker is comprised of several animation cycles one for the units Idle, Walk, Turn, Sitdown, and 3 death animations. The Skel model contains all of the models actual parts listing. This is the model that the BZII engine uses for the MSH conversion and loading in the Map Editor. All of the other models in the animation group are to make the Walker move, turn, sitdown, and die. BZII needs to reference the ODF file to load the animation group. It specifically looks for 3 model parts named lfoot, rfoot, and head2 otherwise BZII will crash. It also needs actual animation when it references the model group files in the programs Addon folder.

Also because BZII can't directly access TS X models they need to be converted to XSI with a model conversion utility like 3D Exploration. The model group animation is simple move and rotate type animation keyframed in TS. The model group is then exported using a 3rd party TSX based X exporter plugin called TrueX5.tsx. This plugin is free and works excellently for getting models out of TS, converted to XSI and loaded in to BZII. Here's a link to the tutorial and the Walker I created in TS. The zip file contains both the X and XSI model group along with the modified ODF and stock TS texture that the model uses. The model was tested under BZII verson 1.2, but should work with later versions of BZII if the original textures are converted to a special binary format refered to as .BZ2DXT I think it's a proprietary format but a free converter exists that can batch convert common graphics formats for models used in BZII version PB 1.3.6.2.

PS: Keyframing in TS is very straight forward. Select the model parts in the Scene Editor, enter a frame range, hit the record keyframe button and reposition the model part several times setting additional frames and keyframes. Remember to check and adjust your part axes to position the pivot points where the parts will rotate as the default center of object position is all wrong. Click the part then the axes icon and move the axes and then the axes icon again to hidden them.

PPS: I was originally told that Truespace was a complete waste of time for BZII model creation, but obviously this was completely false. People interested in using Truespace are encouraged to let others know of this simple fact and give TS a spin for simple BZII model and prop creation. BZII, is a low polygon video game and Truespace is an excellent choice for new and advanced 3D modeling artists for Battlezone II Combat Commander. BNG.