Basic XSI Questions

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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SilvaDalek
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Basic XSI Questions

Post by SilvaDalek »

Okay, so I'm trying to model a simple mortar, and so far I have had a million problems.

1. Why does XSI not always do what I tell it to? Sometimes it just gives random errors and then later just does it.

2. What is ground level in SWBF2? While going through the basic modeling tutorial is said "we don't what our thing burried" so I assumed that 0 is not ground level. In the tutorial the object was moved to 1.33, is that ground level?

3. How can you tell if things are touching/intersecting?
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Maveritchell
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Re: Basic XSI Questions

Post by Maveritchell »

SilvaDalek wrote:1. Why does XSI not always do what I tell it to? Sometimes it just gives random errors and then later just does it.
Try again. Garbage in, garbage out - if you're not familiar with the program and you're not sure what you're doing, that's okay. Make sure you address what your problems are instead of saying "it's not doing what I want" - because it's just a program and a program works most of the time based only on user input.
SilvaDalek wrote:2. What is ground level in SWBF2? While going through the basic modeling tutorial is said "we don't what our thing burried" so I assumed that 0 is not ground level. In the tutorial the object was moved to 1.33, is that ground level?
Ground level is not a factor - you know how to place objects in Zero Editor and ground level is completely independent of the model. Wherever your dummy null is (0,0,0) is the point of origin for the model.
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ANDEWEGET
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Re: Basic XSI Questions

Post by ANDEWEGET »

You usually put the lowest points of the model on y=0. Im not very familiar with ZE but i believe it always places the root(null) on the terrain. It rotates around it, too. So if you dont model the whole map in XSI and need exact positions you would place the object so the root is in the middle to get the best result(but over y=0).

You might want to explain 3 a bit better.
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