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Battlefront 2_ Creation Tutorials

This document provides detailed tutorials for creating and exporting materials and meshes for Star Wars Battlefront II using Frosty Editor and Blender. It includes step-by-step instructions for exporting meshes, setting up simple and advanced materials, and specific material types like face, hair, and eye materials. The document is authored by Dulana57 and Cosmic Dreams, with additional credits for tools and resources used in the tutorials.

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xeroveb741
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0% found this document useful (0 votes)
22 views

Battlefront 2_ Creation Tutorials

This document provides detailed tutorials for creating and exporting materials and meshes for Star Wars Battlefront II using Frosty Editor and Blender. It includes step-by-step instructions for exporting meshes, setting up simple and advanced materials, and specific material types like face, hair, and eye materials. The document is authored by Dulana57 and Cosmic Dreams, with additional credits for tools and resources used in the tutorials.

Uploaded by

xeroveb741
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Star Wars Battlefront II:

Creation Tutorials

Links:
Creation Essentials Drive
Faceposers
Latest Material Nodegroup for Blender
BlendSabers

Tutorials Written By:


Dulana57
Cosmic Dreams
Import/Export

Export Meshes from Frosty Editor to Blender:

If you are using the Frosty Alpha:


1. Open the mesh in Frosty and click export in the top-left
2. If it is a human mesh, search for Walrus_HumanMale where it says
Skeleton (do not use the one that says 1p at the end)
3. Choose the latest FBX version and set the scale to Meters
4. Enable the FlattenHierarchy option
5. Click Export at the bottom right of the window
6. In Blender, go to File > Import > FBX (.fbx) and select the FBX file
you exported from Frosty
7. Select and delete everything that does not have lod0 in the name:

If you are using Frosty Public:


1. Open the mesh in Frosty and click export in the top-left
2. If it is a human mesh, search for Walrus_HumanMale where it says
Skeleton (do not use the one that says 1p at the end)
3. Choose the latest FBX version and set the scale to Meters
4. Click Export at the bottom right of the window
5. In Blender, go to File > Import > FBX (.fbx) and select the FBX file
you exported from Frosty
6. Delete all of the empties as they are not needed

7. Go to the Object Data Properties tab and find which mesh does not
have .00X at the end. This may be different than the object name.

8. Delete everything except those meshes


Export Detail Maps for a Specific Mesh
1. Open the mesh in Frosty and open Materials.
2. Open the material you want to use (usually will be called M_body for
body meshes)
3. Go to Shader > TextureParameters and find the one with the name
NormalDetailTextureArray
4. Click the triple dots and click Open Asset

5. Now you can export as you would a normal texture. It will export all
of the Slices at once.
Materials

Simple Materials
1. Open up the Node/Shader editor and create a new material
2. Delete all nodes except the one named “Material Output”
3. Go to File > Append and open the SWBF2 Material Node Group blend
file. Once you are inside, go into the folder named “NodeTree” and
append the file named “SWBF2 Simple”
4. Press Shift+A and click on Group > SWBF2 Simple
5. Drag the CS, NM, and AOSL (or RGB) textures one by one into the
node window
6. For all textures except CS, change the color space to Non-Color

7. Plug the following images into the node:


a. CS Color to C
b. CS Alpha to S
c. NM to NM
d. AOSL to AOSL
-or-
e. RGB to RGB
Advanced Materials
1. Append the SWBF2 Basic Node (see Simple Materials Steps 1-4)
2. Drag any textures you wish to set up into the shader editor and set
the appropriate color spaces (see Simple Materials Steps 5-6)
3. Figure out what material channels are included in the textures you
are setting up and split them accordingly to the inputs on the Basic
node. (For help on figuring out what’s used, the file names may help, but
knowing what each texture should roughly look like can help a lot too!)

Here is an example of a setup for a vehicle using two UV maps.


Materials with Detail Maps
1. Append the SWBF2 Basic Node (see Simple Materials Steps 1-4)
2. Import the CS, NM, and AOSL textures and set the appropriate color
spaces (see Simple Materials Steps 5-6)
3. Add Separate RGB nodes for both the NM and AOSL texture
4. Plug the following into the node:
a. CS Color to Base Color
b. CS Alpha to Smoothness
c. NM Red to Normal X
d. NM Green to Normal Y
e. NM Blue to Metallic
f. AOSL Red to Ambient Occlusion
g. AOSL Green to Slice
The Material should now look like this:

5. Now import the detail maps, plug Map 000 into Detail 1, 001 into
Detail 2, and 002 into Detail 3
6. Append the Detail Scale node and plug it in as shown

7. Go into Frosty and find the Vector Parameters for the mesh you are
using and find the Detail_Tiling and NormalDetail_Intensity values

8. In the Detail Scale node, set Scale 1 to the X Value from


Detail_Tiling, Scale 2 to Y, and Scale 3 to Z.
9. In the SWBF2 Basic node, set Detail 1 Intensity to the X Value from
NormalDetail_Intensity, Detail 2 Intensity to Y, and Detail 3 Intensity
to Z.
10.The complete material should look like this:

Tip - You can manually change Normal Strength and Detail 1-3 Intensity to
suit your scene (Full Resolution Image)
Face/Skin Materials
1. Append the SWBF2 RSSSAO/RSSSS Node (see Simple Materials Steps
1-4)
2. Check If the set of textures you are using DOES NOT include an
RSSSAO (Sometimes called DMS for aliens) texture the setup may be
using a shared texture. This is almost always the case for infantry
heads and hands. These use a different setup from hero heads.
3. If the texture is RSSSAO follow these next steps. If not, go to step 4.
3.1. Insert the CS texture colour into the base color input.
3.2. Inset the NS texture into a seperate RGB node to split the R and
G into Normal X and Normal Y respectively then insert the B into
smoothness.
3.3. Insert the RSSSAO texture color into the RSSSAO input and set
the RSSSS toggle to zero.
4. If the texture is RSSSS follow these next steps.
4.1. See steps 3.1 and 3.2 but skip inserting the B into smoothness.
4.2 Insert the RSSSS texture into the RSSSS input.
4.3 Set the RSSSS toggle to one.
5. Mess around with the Subsurf radius multiplier and color if needed.
If you want to know more about subsurface scattering please see this
Wikipedia article.

Example material showing a RSSSAO setup.


Hair Materials
1. Append the SWBF2 Hair Node (see Simple Materials Steps 1-4)
2. Import the CA and NS textures and set the appropriate color spaces
(see Simple Materials Steps 5-6)
3. Add Separate RGB nodes for the NS Texture
4. Plug the following into the node:
a. CA Color to Base Color
b. CA Alpha to Alpha
c. NS Red to Normal X
d. NS Green to Normal Y
e. NS Blue to Smoothness
5. Now you will have to tweak Hair Strength and Smoothness Boost
depending on your scene
Materials with Markings
1. Follow the steps to set up the Basic shader but instead on the SWBF2
Markings shader.
2. WIP
Droid Materials
1. WIP
Eye Materials
1. Append the SWBF2 Eyes Node (see Simple Materials Steps 1-4)
2. In Frosty, go to Characters/Heads/_Shared/Eyes/Eyes_MP/Texture
and export:
a. T_Eye_MP_A
b. T_Eye_MP_AO
c. T_Eye_MP_DA
d. T_Eye_MP_N
3. Import the textures and set the color spaces to Non-Color for all
textures except T_Eye_MP_DA (see Simple Materials Steps 5-6)
4. Plug A, AO, DA, and N as so:

5. Go into Frosty and find the Vector Parameters for the mesh you are
using and find the IrisColorCenter and IrisColorOuter values
6. Copy the RGB values to the respective nodegroup inputs in Blender
7. Append the Pupil Scale Node
8. Plug the A texture into the Pupil Scale A input, DA Vector output into
the vector input of the DA texture, and the A output into the A input
of SWBF Eyes

9. Open the UV Editor and open an Eye Texture


10.Select the Eye object, go into edit mode, and Press A to select
everything in the 3D view
11. In the UV Editor, press Alt+A to deselect everything. Then press L
while hovering your mouse over the left circle so it is selected:

12. Press: G, X, 1, Enter


13. Go back to the node editor and change the pupil scale to 0.5 (This is
the pupil scale of ingame)
Emissive Materials
1. WIP
Faceposers

Using Faceposers
1. WIP
Additional Tutorials
Reversing Faceposers By Dulana57
Credits/Info
Faceposers extracted by id-daemon
SWBF2 Material Nodegroups created by CosmicDreams and Dulana57
Tutorials written by Dulana57

Info
If you want to add your own tutorials/tools to this doc, message me on
Discord: @Dulana57#0057

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