PandemicBF2.xsiaddon not working with XSI Mod Tool

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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wazmol
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PandemicBF2.xsiaddon not working with XSI Mod Tool

Post by wazmol »

ok i have just started modeling and i just want to test a model ingame.

i have the XSI mod tool 4.2 and i got the activation code, i activated by goin to save something then it said enter email and code and i did that and it worked (is the right though?) now i got the BF2pandemic or what ever from the Bf2_modtools and i put the xsi addon in the C: softimage/ addon or summin

is that write cause when i closed and ran XSI i still couldnt export to .msh the option wasnt there.

thanks in advance
Penguin
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RE: just started modeling, stuck!

Post by Penguin »

Mod Tools doesn't have an Exporter :(

Either

Buy 4.0 or higher
Download one of the 30 day trails
Get someone else to export for you that has any of the above
wazmol
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RE: just started modeling, stuck!

Post by wazmol »

when you say 30 day trials, what one?
Kyross

RE: just started modeling, stuck!

Post by Kyross »

Any of the ones that aren't the mod tools, such as foundations or advanced.
wazmol
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RE: just started modeling, stuck!

Post by wazmol »

ok thanks what version do i need to download?
Kyross

RE: just started modeling, stuck!

Post by Kyross »

Preferably 4.2 or higher. when I first got the trial it was foundations 4.2.
wazmol
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RE: just started modeling, stuck!

Post by wazmol »

i got 5.1 and when i installed the addon it added it perfectly! BUT a problem arose now when i go to export this comes up:
Image

what am i to do?

thanks
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AceMastermind
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How to export from XSI

Post by AceMastermind »

This is in the "art_guide.doc" that came with the BF2_modtools, but i added the "dummyroot" parts.
Also make sure "dummyroot" is the "parent" of all your geometry, hardpoints, bones...etc.
The Mesh Exporter is a program/script that takes geometry models created in XSI and converts them into a .msh file that the SW Battlefront engine can understand and use in the game.
Here are the steps needed to export a model:

1. Make sure the root node (dummyroot) is centered in the XSI world at 0,0,0. If this is not so, you may get an unexpected center or position of the exported model in the game.
2. Branch select the object(s) you want to export. (middle click on "dummyroot")
3. Run the XSI2Mesh Exporter script.
4. This opens a dialogue box. In this you:
  • a. In the Path box, browse or put in the correct path that you would like the .msh to be exported into. Also type in the filename in the filename box.
    b. Check the first box "Export Selected Models Only"
    c. Check the "Export Animations" box. ONLY if the model is animated and has a .zaabin or .zaafin file
    d. Check the "Export Textures" box if the texture is not in the target location of the .msh file.
5. Another pop-up box will show the progress of the export, once this closes, your export is complete.
JabbaLovesLava
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Post by JabbaLovesLava »

When you export, branch select. That is, select your model with the middle mouse button (default)
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