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Question, long road from .xsi to .msh

Posted: Thu Jul 06, 2006 10:06 pm
by Astute
I've done an experiment to see if i can get my model from .xsi to to .msh without use of the exporter(i'm using the XSI modtool). I was able to import .xsi and convert it to Milkshape 3D ASCII and then import to bconstructer and export to mesh. Everything seemed to work, in fact i was able to see my simple object in zeroeditor. The problem is, when i boot up my map, i get this error in the debugger.

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "cube" not built: "ALL YOUR MODEL ARE BELONG TO US."

... and my object doesn't appear.

My question to the more experienced modelers, are my conversions valid?

.xsi -> Milkshape3dASCII -> msh

or could this be a problem with my object?

Posted: Fri Jul 07, 2006 5:24 am
by RC-1290
Wow, impressive that you got it to work until zeroe editor. And that error sounds rather scary.....And sorry I do not know the answer, but very cool that you have got it to work untill zeroe editor

Dread

Posted: Fri Jul 07, 2006 6:10 am
by minilogoguy18
i dunno, i dont use ms3d and bconstructor, i dont like them and i have no need to.

Posted: Fri Jul 07, 2006 7:38 am
by pinioncorp
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I am surprised to know you managed to get it into ZE, as I was under the impression that the .msh format was customised by Pandemic for their purposes. Though it would explain why it doesn't work ingame. You will probably need to use the XSI exporter for anything to work.

Nice try though, but even if it had worked I doubt you would have been able to use any of the more advanced functions like transparency. It may be because the heirarchy is not set up properly, but if it showed in ZE then something must have been right...

Its really not a method any of us would have tried.

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Posted: Fri Jul 07, 2006 8:01 am
by t551
Converting to Ms3d Ascii MAY have screwed up the hierarchy of your model. I don't think that zeroeditor reads objects in the same way that the game itself does, which could explain why you get an error when munging. I don't know if it is possible in milkshape, but see if you can reorganize the hierarchy, if it is damaged. Another possibility is that you didn't branch select when choosing what to export to .XSI. Middle click on your dummyroot, and then select the export xsi object.

Posted: Fri Jul 07, 2006 11:10 am
by Murdocr
i got that exact same error a few times, except i used the exporter. not quite sure what it means. annoying though.

Posted: Fri Jul 07, 2006 12:19 pm
by Astute
Yeah, i got the same error a couple of times when i used the exporter. Sadly, i don't have access to it now. As for the model.. it's just a simple cube, I didn't think there would be much to screw up when i was converting it.

Posted: Fri Jul 07, 2006 12:42 pm
by minilogoguy18
you probably have to redo the heirarchy in bconstructor because ms3d doesnt support ANY kind of heirarchy system, all models that go through ms3d lose any heirarchy they have.

Posted: Fri Jul 07, 2006 12:49 pm
by RC-1290
but where did the creepy "ALL YOUR MODEL ARE BELONG TO US." error come from than?
[EDIT]Next time it will say: "WE KNOW WHAT YOU DID LAST SUMMER SO YOU CAN'T PLAY BATTLEFRONT"

Posted: Fri Jul 07, 2006 12:58 pm
by minilogoguy18
i dont know, thats why i dont use that little duo of programs, cause its the worst way to go and ms3d is outdated and cant be really used for anything anymore, i have XSI 5.

Posted: Fri Jul 07, 2006 12:59 pm
by Teancum
minilogoguy18 wrote:you probably have to redo the heirarchy in bconstructor because ms3d doesnt support ANY kind of heirarchy system, all models that go through ms3d lose any heirarchy they have.
Yup, and speaking from experience, you have to manually re-set all hierarchy for props and non-bone models in BConstructor, which is a major pain. If you have multiple meshes inside a model in Milkshape, that is. Had to do that with the XWA ships. 30 some separate meshes. Yeah, it sucked.

Posted: Fri Jul 07, 2006 1:04 pm
by minilogoguy18
well you have XSI now so you should be able to get alot more in game in alot less time.