From XSI mod tool 7.5 or 4.2 to msh

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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Anakin
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From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

Hi

i have really tried to understand the tutorials but it doesn't work.

So i have this programs:
XSI mod tool 7.5
XSI mod tool 4.2
MshEx beta 3

i made an easy object. it's only a cube.
i go on polymsh cube. pressed ok finished. really easy ok how can i make this go working as mshfile??
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by ColonelKlink »

Well, I am not an expert, (I just figured it out a week ago), but.....
I believe that when you export (and later make it a MSH file), you have to make it an .xsi file. To do so, you click "file/crosswalk/export". Right before you export, make sure you have the DummyRoot selected by using the middle mouse button.
In the export box, select where you want the .xsi file to go, and its name (I always just make it go to the scenes folder). In the settings box (in the export box), uncheck "keep relative paths relative", and check "selection only; convert mshes to triangles; and export xsi normals". Once you export that through Crosswalk, you take the file, and associated textures, and put it in your MshEx folder, with the MshEx application. Start up MshEx, and type in the name of the .xsi file, example, "box.xsi" and hit enter. If the model is set up correctly, a lot of numbers should pop up. After the numbers stop, press "q" and hit enter. If the msh was converted correctly, it should be able to work.
NOTE!!! I am using Modtools 6, so I am not sure if they work the same way. I think you need Crosswalk 3 or higher for it to work with MshEx. I only made simple rifles, and pistols, but this is how I do it. Sorry if some of this does not apply to you, but I thought you might find something useful in here.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

ok there is something i don't understand. i explained to repsharpshooter:

can you make pics of where you klick before exporting?? this with put all under a null and the think with the dummyroot??


Anakin wrote:Hi

i want an object to run in BFII but i have much problems.

i use XSI mod Tool 7.5

i've done everything you told in the tut. there are only two things i haven't done.

1) the thing with put all under a null :? don't know what that means.
2) export selection only haven't found that.

i made a new projekt called test
new scene unnamed
saved as scen.exp.
made an kube and changed the color with phong.
file>crosswalk>export
new window pops up
i klicked on settings and saw that:
i changed it like you see here
Hidden/Spoiler:
Image
ok you see i exported in the mshEx_beta3 folder

i run the exe and type in
test.xsi (as if the system says it's an xsiftk file)

much commands run over my Display and then a system warning the program made an error and must be closed do you want to send the error message to microsoft Yes no.

what have i done wrong??

there now is an .msh file with 1 KB and it doesn't work.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by ColonelKlink »

Okay, now a few more steps. Before you export, select DummyRoot, or whatever your null is named that has everything in it, and freeze the modeling. To do this, look at the top tool bar. There is "file, view, edit, display, modes, and some other icons. Click on the "modes" icon, and three modes should show (there are some other options too, but I havent used them yet). Go to the top one, it is named "Mod Tool". The layout of options should change, and on the right side, there is two buttons under the icon "freeze history". Select your object, all of it, and click "modeling" under the freeze history. Okay, now, above all the X,Y,Z scale, rotate, and transform boxes, there is a button called "Transform". Click it, and a large box of options should pop up. Near the top, is a button called "freeze all transforms". Make sure you have your object, and click it.
Okay, once you did that, try exporting again, as I said before. Make sure you select "selection only". It is in the export window, under the section called "exported data". It looks like you didn't do it before. Oh, and your cube should probably be named "cube" (or whatever you want,) and the file type should be .scn before you export. So it reads like "cube.scn".
.exp and .scn are both file types, so just chose one. I make all my files .scn, so I have not tryed .exp yet. Run MshEx again, and convert it. Hopefully it works this time. :thumbs:
Oh, one more thing. You have to have your object set up right. You should have a null, named "DummyRoot", and in that null, you should have all your cubes. I usually merge my cubes, by using "polymesh/ merge" and put all my cubes under that, and I put my polymesh in the dummyroot. Now, since you are making an object, and not a gun, which is all I made so far, things might differ with the setup of your object.
I'll whip up Oh, and one more thing. When you click export, and the export box pops up, there is a part something real quick though, to see if it is m
Hopefully some of this info was useful.

EDIT, I'll try getting that pic.
EDIt, I got it to work ingame, so if if I explained everything right, you should be able to get it ingame. I can't get the pic right now, I gotta go somewhere, but you just need to middle click on "DummyRoot". It's a null, and everything (your polymeshes) should be in it. Hopefully this helped.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by AceMastermind »

First of all why are you using Mod Tool 4.2? This version is old, obsolete and doesn't support Crosswalk either. Use the latest version.
Anakin wrote:ok there is something i don't understand. i explained to repsharpshooter:

...this with put all under a null and the think with the dummyroot??
http://www.gametoast.com/forums/viewtop ... 36&t=24767
:?
Why do you create new topics if you aren't going to accept what other members are telling you?
This whole MshEx exporting process has been literally beaten to death on these forums so please search for answers and I guarantee you'll find them.
If you create new topics then please don't abandon them, stay with it until you completely understand the solution so the community can also benefit from the information given otherwise it's just forum clutter.

Anakin wrote:...there are only two things i haven't done.
...
2) export selection only haven't found that.
...
Hidden/Spoiler:
Image
^Pay attention to what you're doing and look at the image above closely and you'll see it

...but if you still don't see it then:
Hidden/Spoiler:
Image

ColonelKlink wrote:... the file type should be .scn before you export. So it reads like "cube.scn".
.exp and .scn are both file types, so just chose one. I make all my files .scn, so I have not tryed .exp yet...
Mod Tool saves .exp files and full versions such as Foundation, Essentials and Advanced save .scn files, but both of these formats are incorrect for exporting to msh through MshEx anyway. Please re-read the instructions in the MshEx release thread.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

So i made everything told in the tut but still:
Hidden/Spoiler:
Image
why??

i don't use XSI 4.2 i only said i have it too.
because it's the only one i can use the function: file> export>dot_xsi.
XSI 7.5 crashes if i do that. there i can save as exp and go file > crosswalk> export/export to max/ export to maya...

Sry but i cannot find modes?!

for me there is File edit view display XNA Gmae Studio Window Help Model Animate Render Simulate Hair Modeling Construction Mode Default Pass

here you see a pic of my program:
Hidden/Spoiler:
Image
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by ColonelKlink »

Oh, I am sorry then. I don't know that version. The way I described works for me so far.
AceMastermind, what do you mean .scn files are incorrect? Did I interpret your meaning right? I always just save my objects as things like "BF_TS12.scn", and it works fine, export to msh and all.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

i think he means it isn't essential to save your scene before exporting


===EDIT===

ok i started a new try on this.

i started my XSI 7.5 klicked:

polygon.. >charakter>dog
made a new null and put the dog under it.

middle mouse klick on it and file crosswalk export..

opened MshEx beta 3 name.xsi 'enter'

after a lot of fast commands shown up it says finished press q to exit so
'q' 'Enter'

opend MshViewer drag and drop the dog
:shock:
the dog was shown and it has worked :P
but there was no tga file so i couldn't paint the dog it was only the white object :(


but why has this worked?? and when i do the same with an cube it didn't??
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by DarthD.U.C.K. »

because you must have done something wrong with the cube. maybe it didnt have a texture projection or texture applied.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

i think English words in this case are for me like Spanish or chines.

can you may explain on German to me how to use XSi correct with full potential??

or maybe someone can make a video of using it.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by DarthD.U.C.K. »

nobody can do that because xsi is a really complex program and you cant learn to use it to its full potential from watching a video. all you can do is reading the helpfile or the tutorials on gt carefully and just practise to get used to it.
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by Anakin »

if there wasn't the language problem
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Re: From XSI mod tool 7.5 or 4.2 to msh

Post by ANDEWEGET »

Anakin wrote:if there wasn't the language problem
Yeah, thats a tragic fate... I wouldnt try to change it though, you cant outrun your destiny!!!11!
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