Page 2 of 2

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 1:22 am
by xXxINSANITYxXx
null is spose to be called DummyRoot

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 1:24 am
by -_-
xXxINSANITYxXx wrote:null is spose to be called DummyRoot
Doesn't matter what you call it, it's still a null.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 3:06 am
by AceMastermind
redgroupclan wrote:To check your polygon count, click on the 'i' icon under 'Display'. Then press 'u'.
What? :?

wishihadaname wrote:...i mite have too meny polys how do i check?
Select your object/objects then press shift+enter and look for "Triangles"

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 8:24 am
by Caleb1117
I think I might know, do you still have all the green texture projections?

If so, select your model, and freeze it, this should freeze those supports, and make their visual representation disappear. Oh and then Freeze All Transforms on your model.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 9:12 am
by RepSharpshooter
wishihadaname wrote:1) i take ALL my items put them under my MS3DSceneRoot (null)
2) i take all the items and murge them toghether
3) make 2 copies of murged items and call them Blah_lowrez and blah_collision
4) hide the unfused parts (uncheck render and view)
5) export
6) use meshex
7) crash meshex
  1. You don't need to call it that
  2. ok
  3. mshex doesnt do collision
  4. mshex doesnt do hiding
  5. ok (assuming it's crosswalk 2.6 or higher)
  6. k
  7. fail
Mshex only works with 1 texture projection (I'm assuming you used more than one, I haven't seen one person use XSI and not use more than one). The reason behind this is because .msh (and the rest of the world) only have 1 block of data called UV coordinates, while xsi can have a ton of them somehow confusedly piled atop each other (with no obvious way to merge them, perhaps there is, in the depths of the help file).

To clean up your model, export it as a .obj, make a new scene, and re-import it into xsi. Then export as crosswalk. Also do what the above people said to do. If you're getting towards 4000-5000 triangles, it is too much.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 12:14 pm
by wishihadaname
im still at a loss here if meshex doesn't do collision geometry how do i make it collidable? i made it specificly to replace the rebel cruiser so i really need colision geometry. i can probably just set the veiw distance to really far so i can get rid of the lowrez. also i don't get it how do i freeze all the structure? my latest attempt ended really weirdly. meshex created a 1k mesh file wich i think is really wierd for such a large object. then when i put it in ze it didn't show anything just an empty spot then it crashed.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 1:18 pm
by Maveritchell
wishihadaname wrote:im still at a loss here if meshex doesn't do collision geometry how do i make it collidable?
The game generates collision geometry if there isn't any. It's not always perfect, which is why it's a good idea to make collision geometry for intricate models.
meshex created a 1k mesh file wich i think is really wierd for such a large object.
the station is even though its only half way done its HUGE. i mite have too meny polys how do i check?
... ok thast helpful so how do i fix this. i kinda have a hunch, the station is even though its only half way done its HUGE. i mite have too meny polys how do i check?
You're misunderstanding what size means. Size in terms of scale is irrelevant. It's just a number that the game makes mean something. Size in terms of detail is what gives you a high polycount and a correspondingly large mesh file. Yes, 1 kilobyte is probably too small for a finished model, but don't expect it to be a larger mesh file than say, an X-Wing, just because it physically appears bigger.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 1:44 pm
by RepSharpshooter
could mean you forgot to branch select the parent null.

Re: WIP: Rebel Space Station (ahh major problem need help_

Posted: Tue Aug 12, 2008 9:37 pm
by wishihadaname
humm that didn't help. i selected the MS3DSceneRoot and the station single object and exported that. again the 1K msh. and nothing aprearing in ZE atm i have no skin on it but it should still show up grey....