3ds -> .blend -> .wrl -> .msh conversion FAIL

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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=BloodyRoses=
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3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by =BloodyRoses= »

So i recently found a few freeware .3ds models that i'd like to work with in swbf2, and i want to convert them to wrl format so that i can switch them to .msh with the viewer. This is a process that i'm pretty familiar with since i do it whenever i make models from scratch in blender. Problem is, i can import models in 3ds format and attempt to export them as wrl, but they crash the msh viewer. Now i've uv mapped, checked the texface buttons and joined all parts of the object before exporting, am I missing a step here? These models are a crucial part of the mod i'm making (which is secret still btw)
one of these models crashes the msh viewer, the other does not show the textures properly and crashes zeroedit.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by THEWULFMAN »

Its most likely the models fault. If you want you can PM me with the model and I can try to fix it. Otherwise I can not really help.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by CalvaryCptMike »

Texturing is really tricky for BF2. Do they use Unique UV's? I use XSI and cylindrical projection doesn't work. Have you successfully done the conversion before with other models? :?
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by DarthD.U.C.K. »

texturing for swbf2 is not different from texturing for any other game. as long as you freeze the model before exporting to get rid of any texturesupportobjects it will work fine.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by =BloodyRoses= »

DarthD.U.C.K. wrote:texturing for swbf2 is not different from texturing for any other game. as long as you freeze the model before exporting to get rid of any texturesupportobjects it will work fine.
Please explain further.

and yes i have converted objects that ive created in blender and exported as vrml 2.0.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by THEWULFMAN »

=BloodyRoses= wrote:
DarthD.U.C.K. wrote:texturing for swbf2 is not different from texturing for any other game. as long as you freeze the model before exporting to get rid of any texturesupportobjects it will work fine.
Please explain further.

and yes i have converted objects that ive created in blender and exported as vrml 2.0.

:faint:
Dude, thats exactly what you dont want to do, exporting to VRML 2.0 will never work, try VRML97 (.wrl)
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by AceMastermind »

THEWULFMAN wrote:...thats exactly what you dont want to do, exporting to VRML 2.0 will never work, try VRML97 (.wrl)
VRML 2.0 is VRML97.
http://en.wikipedia.org/wiki/VRML#Emerg ... al_upgrade

Conversion failure is caused by user error, it means you probably didn't prep the model for the target format properly or you are trying to use a format that doesn't support features that you need. There are many conversion methods to convert 3ds to msh, try another.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by THEWULFMAN »

AceMastermind wrote:
THEWULFMAN wrote:...thats exactly what you dont want to do, exporting to VRML 2.0 will never work, try VRML97 (.wrl)
VRML 2.0 is VRML97.
http://en.wikipedia.org/wiki/VRML#Emerg ... al_upgrade

Conversion failure is caused by user error, it means you probably didn't prep the model for the target format properly or you are trying to use a format that doesn't support features that you need. There are many conversion methods to convert 3ds to msh, try another.
Well then.....

FAIL

I guess I got 1.0 and 2.0 mixed up :oops:

Shutting up now
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by =BloodyRoses= »

AceMastermind wrote:
Conversion failure is caused by user error, it means you probably didn't prep the model for the target format properly or you are trying to use a format that doesn't support features that you need. There are many conversion methods to convert 3ds to msh, try another.
I know it's user error, but the problem is that since I didn't make the models in the first place, i don't know if there are any extra parts of the model that are causing the errors. I need to know how to get rid of any unnecessary parts. Can you suggest a few methods?
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by AceMastermind »

If the model contains unneeded parts then remove them, if the mesh is dense then optimize it or break it up into multiple parts and export each part separately. When folks ask for help but want to keep things secret it makes offering the best solutions difficult, it would help us help you to know what particular model is giving you problems otherwise no one can really help you except for giving general information.
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Re: 3ds -> .blend -> .wrl -> .msh conversion FAIL

Post by THEWULFMAN »

THEWULFMAN wrote:Its most likely the models fault. If you want you can PM me with the model and I can try to fix it. Otherwise I can not really help.
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