MeshEx Question

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.

Moderator: Moderators

Post Reply
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

MeshEx Question

Post by theultimat »

Is MeshEx capable of exporting Vecihle models? Because when I try using it it crashes (only on this model, which is a vecihle). Another question, when you merge polys, and you have null's selected, do they merge too?
Thanks.

--TheUltimat
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: MeshEx Question

Post by Caleb1117 »

It should work fine, my Swoop bike from not far back was meshexed.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: MeshEx Question

Post by theultimat »

Ok, then could you explain why MeshEx crashes? Take a look at this...

This appears:
Image

Then, after about 1 second, I get this:
Image

After that, the msh is still made, dunno why :| . But, if I try and munge the object, I get this:

Code: Select all

ERROR[PC_modelmunge bas_fly_hawk_200.msh]:NO POLY COUNT FOR bas_fly_hawk_200:  THIS IS VERY BAD
ERROR[PC_modelmunge bas_fly_hawk_200.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge bas_fly_hawk_200.msh]:Unable to write collision tree nodes, no tree exists
   3 Errors    0 Warnings
What do I do? The actual model is below:
Image
User avatar
tsurugi13
Lieutenant Colonel
Lieutenant Colonel
Posts: 543
Joined: Mon Dec 17, 2007 6:16 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Battling the ISA menace on Helghan.

Re: MeshEx Question

Post by tsurugi13 »

It looks like you're missing the collision geometry, but that's a guess more than anything else.
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: MeshEx Question

Post by Caleb1117 »

Thats not it, as MshEx ignores your modeled collision anyway, so you must have exported it wrong.
User avatar
trainmaster611
Sith Lord
Sith Lord
Posts: 1779
Joined: Thu Aug 24, 2006 5:22 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Building a railway to Coruscant
Contact:

Re: MeshEx Question

Post by trainmaster611 »

Chances are that you exported it to xsi as Caleb said.

I wouldn't reccomend using mshex for vehicles cuz it doesn't export collision.
Commander_Poecky
Private Third Class
Posts: 57
Joined: Mon Aug 04, 2008 5:09 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: The Netherlands

Re: MeshEx Question

Post by Commander_Poecky »

ive got the same problem
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: MeshEx Question

Post by YouJediJunkie »

It is against to rules to bump up these old topics, but I will try to help ya before the staff arrives. :lol:

Thanks to Rep, Mav or someone else of the GT veterans, I got to know that you first export your model to .OBJ, then you import it before you export to .XSI and then .MSH. If you get any other problems, you can PM me, because I have got my models working - and trust me, MshEx was a real pain in the cheese doodle first! :funny2:

The exporter is very sensitive for errors, and it will probably drive you mad, but when you figure it out how it works, everything works brilliant.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: MeshEx Question

Post by Maveritchell »

YouJediJunkie wrote:I got to know that you first export your model to .OBJ, then you import it before you export to .XSI and then .MSH.
You don't have to do it that way. I've used MshEx for about 60 models, and I haven't had a problem with any one of them going straight from XSI Modtool 6.0 to .msh. Making sure you follow the letter of the instructions provided is a sure thing. (Which is something that applies to 90% of the other tutorials as well.)
User avatar
YouJediJunkie
Command Sergeant Major
Command Sergeant Major
Posts: 256
Joined: Mon Mar 10, 2008 4:06 pm

Re: MeshEx Question

Post by YouJediJunkie »

True. Though sometimes I do have issues with the tool, even if I do the same way like I have always done... :calmon:
User avatar
Blade
Captain
Captain
Posts: 496
Joined: Fri Apr 04, 2008 11:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: MeshEx Question

Post by Blade »

I've found that I get that error when I forget to either
A: Select everything dummyroot and under it.
B: Branch select everything in dummyroot. (middle mouse button on dummyroot).

I know it sounds stupid, but that's the only time I've gotten a crash at that spot. (I've done it five or six times in a row before I find my problem. Again, it sounds dumb, but that may be your problem.
Post Reply