Exporting simple objects from XSIModtools was possible right

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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RC-1290

Exporting simple objects from XSIModtools was possible right

Post by RC-1290 »

Original message

[Hello all,

About 2 Month's ago I decided to learn using XSI becouse I wanted a lot of new objects in game. So I started learning about XSI (where to get it, learning about the Mod Tool's restrictions, where I could get tutorials and stuff). I have found a lot and I'm trying to follow some tutorials.

The only problem is that there is so much information that I do no longer know what I need to read and understand to get a simple object into the game.

I know that simple objects exported to a .XSI file can be converted to a .MSH by changing it to a .txt, importing it with bconstructor and saving it as a .MSH.
But I'm doing something wrong and in Bconstructor it shows: models 0(containing 0 nulls, skins etc), materials 0, SINF 1(cointaining nothing).


I have waited two weeks with posting this, trying to get my answer by searching better, becouse I read the comment
Guys, to save me from setting up a macro to reply "READ THE F***ING MANUAL!!!", if you are new to XSI (and especially if you are new to 3D software) there are a few things you should do:
but I'm very confused now (I have read some manuals but ... there are too many explaining all special features and stuff) and I am hoping anyone is willing to write a short, simple tutorial; how to get a cube in game. Or something like that since I want to make houses and stuff. That would be great.

I understand if no-one makes this tutorial, but still, it would be great(for me and, I don't know, some other people :P)

Greetings Rc-1290'DREADNOUGHT']

---[EDIT]---
So I found out that the problem lies at exporting. How do I get my .xsi's in game. I read this:
You can also use Bconstructor to save simple models to .msh format (It's in the downloads section.)
Can anyone explain how? Or is it impossible to export from the free modtools after all.[/quote]
Last edited by RC-1290 on Thu Jul 06, 2006 8:28 am, edited 4 times in total.
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RE: Are you bored? Make me a tutorial. I

Post by Qdin »

There are a great one at filefront, made by.... umm - I can't even spell the name :P lol I'd wonder why Tean' hasn't added it to the list..? :roll: lol

I recommend this for everyone who wants to model, even thogh it's a XSI Tutorial for SWBF1, it's the same with the XI for SWBF2 :wink: so if you don't understand this, give up your dreams about modelling :wink:

here's the link: http://starwarsbattlefront.filefront.co ... _XSI;41377
RC-1290

Post by RC-1290 »

Thanks Very much for this link, I looks very promissing :D
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Re: RE: Are you bored? Make me a tutorial. I

Post by Teancum »

Qdin wrote:There are a great one at filefront, made by.... umm - I can't even spell the name :P lol I'd wonder why Tean' hasn't added it to the list..? :roll: lol

I recommend this for everyone who wants to model, even thogh it's a XSI Tutorial for SWBF1, it's the same with the XI for SWBF2 :wink: so if you don't understand this, give up your dreams about modelling :wink:

here's the link: http://starwarsbattlefront.filefront.co ... _XSI;41377
Thanks for that link. I'll add it to the tutorial thread.
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RE: Re: RE: Are you bored? Make me a tutorial. I

Post by Qdin »

Glad I could help! :P

keep on posting if there's anytihng you don't understand or if you need any hints, Dreadnought :wink:
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RE: Re: RE: Are you bored? Make me a tutorial. I

Post by t551 »

I think BConstructor only converts milkshape ASCII formatted models. If you're just changing the .xsi to a .txt by changing the extension, all BConstructor will see is garbage. You need a model converter program, although I myself have not yet found one that worked.
RC-1290

Post by RC-1290 »

Well, as far as I can see (with my very low amount of C++ knowlege and in the export function of XSI) it is in ASCII. It's just called a .XSI. Or maybe that's becouse XSI just has a similar language, but this seemed logical to me....
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Post by t551 »

It doesn't matter that it's in ASCII. Anything generated by notepad is technically an ASCII file, that is, a collection of 8-bit units, each representing one character, with the values assigned according to the American Standard Code for Information Interchange. The difference between .XSI ASCII and Milkshape ASCII lies not in the type of file, but rather how the model's information is stored in that file.
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Post by RC-1290 »

Ah, ok, I think I get your point. So the problem actually remains...
I tought I read about someone on this forum saying that you could export simple .msh's by using bconstructor. But can anyone explain how?
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Post by minilogoguy18 »

too bad they wont make a FTK for mod tools to where people who know C++ can make thier own plugins like they can with the full version of XSI, you could just redo the pandemic tools exporter to work with mod tools but Avid has to do it for us and it seems like they might not even though they said they would.
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Post by Teancum »

Here's how:

1-Build your mesh in Milkshape 3D (the only program that works with BConstructor) and export to ASCII txt (it's one of the export options, and is Milkshape's special format).
2-Open BConstructor and import the .txt file that you exported from Milkshape
3-Save as msh

I've done things like ships and fighters, but that is reaaaaaally involved and a lot of hand editing is invloved in Notepad. It's really no fun.
RC-1290

Post by RC-1290 »

ok, thanks...well, than I'll just have to learn to work with milkshape as well...
thanks tean
busterkinkade

Sorry, but I have tried this before...

Post by busterkinkade »

Sorry, but I have tried this before and when I try to get the cube working ingame it comes up with an error about the geometry mesh, also I get an error about my box (box1.msh) from some .req file and when I play my map ingame the box isn't there.
Murdocr

RE: Sorry, but I have tried this before...

Post by Murdocr »

yeah the best ways of getting a model from modtools are:
1) beg someone to do it for you
2)don't use it and buy foundation or higher. (it's worth the money if you can afford it)
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